Adipea: Expanding Horizons

WARNING: Mature content ahead.

Last Updated: 3/1/2024

This book is an evolution of concepts taken from Storymaker’s orignal ED&D and our own ideas and modifications, just about every part of the book is made by members of our amazing community and is credited as such. I hope you enjoy - A Grogorath

Of course, none of this would have been possible without the original ED&D system, which was created by Storymaker.

“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, ExpanD&D creator

 

 

Other Adipean Works

The adipean server will continue to produce books and content for this book as time goes on. These are the links to all the existing books:

The Delectable Dungeons Cookbook

https://homebrewery.naturalcrit.com/share/4YPlO4z_9IMW

Features:

  • Magical Meal Prep
  • Circle of Harvest
  • College of Decadance
  • Food Fighter
  • Way of the Bao

Ushiara’s Libram of Lactation

https://homebrewery.naturalcrit.com/share/DN3V4VMKOQfU

Features:

  • Lactation Rules
  • Kitsunushi
  • Bovine Bloodline
  • Nurture Domain
  • Circle of Nurture

 

 

General Rules

Bulk Excess

Bulk Excess is a mechanic designed to simulate the effect of your increased fat or muscle becoming a hindrance to your mobility. When a character exceeds their Bulk Limits they begin to experience specific conditions and detriments to their abilities.

There are two quantities that describe your ability to handle Excess Bulk. These are your Bulk Limit (BL), which describes the excess number of pounds you can carry before your mobility is reduced, and Bulk Threshold (BT), which describes the excess weight you carry and whether that weight is restricting your movement. It is defined relative to your Bulk Limit(BL).

Your BL and your BT are affected by anything that would cause you to gain weight

Limits and Thresholds

Your Bulk Threshold increases from 0 and has effects described in the table below.

Except for the reductions to your speed, effects from these conditions are cumulative as your BT increases.

Bulk Thresholds and Limit are measured in Pounds(Lbs).

Bulk Limit

Your Bulk Limit(BL) describes the excess number of pounds you can carry before your mobility is reduced.

Your Bulk Limit is 10 times the sum of your Strength and Constitution scores.

This weight is permanent, unless burned away using any effect that causes weight loss.

Effects that increase or double your bulk limit do stack in an additive sense (if your bulk limit is doubled, then you would double the new number if you were to recieve another bulk doubling). However, the doublings would apply first and THEN a property that adds extra. (for example, if you have powerful build then the prof*50 would apply after the calculation of your doubled thresholds and wouldn’t be doubled as a result)

Bulk Thresholds and Weight

Your Bulk Threshold(BT) describes the excess weight you carry and whether that weight is restricting your movement. It is defined relative to your Bulk Limit(BL).

Your Bulk Threshold changes when your excess bulk is at different levels relative to your Bulk Limit, as described in the table below. If an effect changes your BT directly, you gain enough weight to reach that threshold.

Your race has a base weight described on page 121 of the Player’s Handbook. This weight does not count toward your excess weight. If your size category changes, your base weight changes accordingly; for example, if you are Enlarged by the spell Enlarge/Reduce, your base weight is multiplied by 8.

Size and Mobility

The following distinguish creatures of different sizes.

Bulk Limit. Your bulk limit is quadrupled for each size you are above Medium and halved for each size you are below Small. If you have the Powerful Build racial feature or another effect which increases/doubles your carrying capacity (examples: Bull’s Strength from Enhance ability,Totem barbarian Bear totem), you gain an additional benefit to your bulk limit equal to your proficiency modifier * 50. Unless stated otherwise these effects do not stack.

Stamina

At such heavy weights, whether forced onto you or not, learning to pace yourself is important, else you’ll run out of Stamina. When a Creature above their second Bulk Limit performs an action (Moving more than half your total speed, Attacking, Casting A Spell, Other uses of your actions or bonus actions besides drinking a potion or eating a food item) they use up 1 point of Stamina. If a Creature runs out of Stamina, they become Winded(status effect below), until the start of their next turn. At which point their stamina refills to half their total. Each Class has a different amount of Stamina, ranked in the following groups.

  • Book Bound: 10 + con mod + hit die size (Wizard, Sorcerer)

  • Ample Average: 15 + con mod + hit die size (Rouge, Artificer, Warlock, Druid, Cleric, Bard)

  • Widened Warrior: 20 + con mod + hit die size (Barbarian, Fighter, Monk, Paladin, Ranger)

When selecting your stamina group, use the class you have the most levels in or in the event of a tie the class you chose at level 1

 

 

Resting

To keep your Stamina up, you’ll have to Rest. To Rest, you must forgo attacking, casting, or using more than half of your movement speed. You can still take any defensive actions, such as dodging, helping or consuming a potion or magical food you have on you. After resting, you regain half of your total Stamina (rounded up). These totals include your Class Base Stamina and any sources of increased Stamina you may have.

Winded

A Winded creature suffers the following effects until the end of its next turn.

  • Disadvantage on Strength and Dexterity Ability Checks and Saving Throws.
  • Only being able to take their Bonus Action or Action on their turn.
  • Disadvantage on attack rolls.
  • Having to beat a DC 10+spell level Constitution Save to cast a spell. The action is wasted, the spell slot is not.

Bulk Thresholds

Threshold Amount Over Bulk Limit Theshold Condition Description
0 None No Effect
1 ≥BL Taxed Your speed is reduced by 5 feet, and you have disadvantage on stealth checks
2 ≥BLx2 Burdened You are now subject to the Winded status effect and the Stamina meter, these features disable if you fall below this threshold. When you are above your second Bulk Limit and perform an action (Moving, Attacking, Bonus Actions, Casting A Spell, Using a Reaction, ETC) you use up 1 point of Stamina. If you run out of Stamina, you become Winded with no attempt to save. Additionally, you have disadvantage on sleight of hands checks
3 ≥BLx3 Hampered Actions now take 2 points of stamina. you have disadvantage on saving throws/ability checks made with Dexterity.
4 ≥BLx4 Immobile You are Restrained by your bulk.
5 ≥BLx6 Helpless You are Paralyzed by your bulk with the exception that you can speak falteringly (unable to cast spells)

 

 

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 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 lbs., 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 lbs. of food.

Diet Points

Diet Points represent the energy of the food you have consumed so far. Each pound of food counts for 1 diet point when it is digested, which is described on the next page.

Lifestyle/Fitness

During your time between adventures you can choose how you go about your day to day and how that might affect your waistline.

Sedentary: Double all weight and diet points gained from food digestion as your metabolism and calories burned enters a low relaxed pace

Neutral: Calculate food digestion as normal gain the usual amount of pounds from food and lose a normal degree of weight from workouts you undertake

Active: Half all weight and diet point gain caused by digestion and double weight burned from workouts.

Workout:

During the time between hunting for glory and saving lives you can choose to ‘workout’ instead of taking time to hone a skill or craft an object. If you do this roll an athletics or acrobatics check depending on your preferred method and use that roll with modifiers to determine how successful your workout is. You can perform a number of workout sessions equal to your proficiency modifier a day, rolling once at the start of your first workout and using that result for that days sessions.

Workout Table
Roll Result
1 Absolute failure - you might have pulled something or maybe you didn’t stretch enough but you clearly gained absolutely no benefit from this attempt at a workout.
5 - At least you tried - Maybe it was due to your lack of physique or that you’re having an off day but you only managed minor success in your workout endeavors - up to 2d4 diet points burned per session.
10 Average routine - Things went about as they should, you got in a good workout but didn’t strain yourself too hard - up to 2d6 diet points burned per session.
15 Great Routine - Your workout went incredibly well, each set felt ideally paced and you pushed yourself without breaking anything - up to 2d10 diet points burned per session
20+ - Peak Routine - Others may not like it but this is what peak performance looks like, you pushed it to the max and got the absolute pinnacle of benefits from your sessions - up to 3d10 diet points burned per session

Daily Upkeep

You need food just to survive. You burn 1 diet point at the beginning of each day as your body demands energy to sustain itself.

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 your Diet Points added via food and subtracted via Exercise total up 0, then you 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 Diet Point total is less than 0, you lose 1 lb. per Diet Point you are missing.

Your diet points reset to 0 when you finish a Long Rest, after determining gains and losses above.

Bulk Threshold and Exercise

The number of diet points you burn from daily upkeep and exercise increases by an amount equal to half your current BT, rounded down.

Size Categories and Exercise

Any diet points you burn are halved for each size category you are below Small and quadrupled for each size category you are above Medium.

 

 

Gluttony and Gorging

The Eating Skill

This skill is added to the options for all class starting skills, and you can replace a skill you gain from a background with the Constitution (Eating) skill. Whenever a feature offers you proficiency in a skill of your choice or allows you to double your proficiency bonus for a skill of your choice that you’re proficient in, you can choose the Constitution (Eating) skill. Besides the uses described on this page in detail, the Constitution (Eating) skill determines the outcome of gastronomical feats such as holding liquor.

Eating Speed

The maximum amount you can eat as part of interacting with the environment on your turns, over 1 minute, is a number of pounds of food equal to your Constitution (Eating) bonus.

When you take the Use an Object action to consume food, you eat up to a number of pounds of food equal to half your Constitution (Eating) bonus, rounded down (minimum of 1).

Consumable magic items are still magic items and follow the rules for activation on page 141 of the DMG. As such, a piece of magical food requires its own action, which is not a function of the Use an Object action, to consume.

Fullness

Your stomach capacity is a number of pounds of food or pints of drink equal to your Constitution score (minimum of 1) + your eating skill bonus (proficiency + constitution modifier). Each pound of food contributes 1 pound to your effective bulk while it is in your stomach.

You can have amounts of food in your stomach that fall within certain ranges relative to your stomach capacity. The range this amount falls in can have an effect on your abilities.

Sated. the amount of food in your stomach is at or below your stomach capacity, No effect.

Full. The amount of food in your stomach is above your stomach capacity. You are lethargic from how much you’ve eaten and Your speed is reduced by 5ft, as your heavy gut slows you down

Stuffed. The amount of food in your stomach is double your stomach capacity, You gain disadvantage on Stealth, Acrobatics, Athletics rolls.

Overfed. The amount of food in your stomach is 3 times your stomach capacity, Gain disadvantage to Dexterity and Constitution Saves.

Engorged. The amount of food in your stomach is 5 times your stomach capacity, Any further food ingested will either cause forcefeeding damage at 1d4 points of bludgeoning damage per pound if from a physical source, or if from a spell the damage becomes considered magical bludgeoning damage, overcoming any resistances one may have to such damage. Damage inflicted in this way ignores temporary hit points

Digestion

When you digest food, the food is removed from your stomach and becomes a Diet Point, described in the previous section.

You digest an amount of food equal to your Constitution modifier at the end of each short rest (minimum 1) and an amount of food equal to 10 times your Constitution modifier at the end of each long rest (minimum 10).

Size, Stomachs, and Stuffing

A creature’s size has an effect on the following quantities: the creature’s stomach capacity, the food it digests over a rest, and its eating rates through the Use an Object action and through normal-paced eating as a part of interacting with the environment.

Each of those quantities is quadrupled for each size above Medium and halved for each size below Small.

Ravenous

Almost an inversion of the various stages of fullness, Ravenous is caused by magical effects drawing out an incredible hunger within. The condition is listed below.

Ravenous

  • A ravenous creature has disadvantage on ability checks and attack rolls while a consumable foodstuffs is within Line of Sight
  • the creature cannot willingly move further away from the source of food
  • half of the creatures movement must be used to approach the source of food during its turn

 

 

Inflation

Inflation is the pressure caused when liquids or gasses are magically forced into your body. The effects of this can be potentially disastrous if they are allowed to get out of hand.

Inflation Limit and Threshold

Your Inflation Threshold is a measure of how much of the inflating substance is in you and its effect on you.

Your Inflation Limit is 10 times the sum of your Dexterity and Strength scores.

Inflation weight is temporary, leaking out in amounts equal to 10 multiplied by the result of your hit die roll on short rest and being lowered entirely on a long rest. Spell effects can also reduce the amount of Pressure you have acumulated.

Inflating and Pressure

Pressure is a measuring unit that describes how much of an inflating substance, measured in pounds of pressure, is inside of you.

Getting hit by inflating damage causes you to gain 5 pounds of pressure per hit point lost and other effects can cause a direct numerical increase towards your inflation limit.

Cooperational Excess

Your inflation pressure works alongside your bulk excess to hinder your abilities.

When performing calculations add your pressure to your excess bulk to determine what threshold effect you recieve, if your Inflation Pressure is the larger number during addition than you suffer an Inflation Threshold Effect, if you’re Bulk Excess is the larger number than instead you suffer bulk effects.

Inflation Thresholds
Threshold Amount over Inflation Limit Threshold Condition Potential Descriptions
0 Nothing
1 ≥IL Puffy You lose 5 movement speed.
2 ≥ILx2 Full Disadvantage on Dexterity ability checks if you do not have proficiency.
3 ≥ILx3 Bloated You lose half of your movement speed. Disadvantage on Dexterity saving throws. You now float on water and are unable to attempt swimming below the surface, treating liquid surfaces like lakes or ponds as solid surfaces.
4 ≥ILx4 Taut You become completely restrained by your body,You gain a 5 foot flying or rolling speed, depending on if you have been inflated with liquid or gas. You must use your action to move due to the increased effort. You can be rolled you at half the rollers movement speed.
5 ≥ILx6 Blimp You become completely paralyzed by your own body’s pressure. You can be rolled you at half the rollers movement speed.

 

 

New Damage Types

Fatten, Inflate or Stuff

Three special types of damage appear in Adipea: Fattening, Inflating, and Stuffing. While not particularly painful or lethal, they do impair your ability to fight and resist other types of damage, thus affecting your normal hit point pool, and reaching 0hp from them can cause devastating effects, as usual.

Fattening Damage

This damage type causes 5 pounds of fat gained for every point of damage done. This counts towards your Bulk Thresholds. A creature reduced to 0 hp by Fattening damage is nonlethally incapacitated and falls unconscious for 1d4 hours.

Inflating Damage

This damage type causes 5 pounds of inflating pressure of either gas or liquid (as determined by the specific effect or by choice)for every point of damage done. A creature reduced to 0 hp by Inflating damage is nonlethally incapacitated and falls unconscious for 1d4 hours.

Stuffing Damage

This damage type forces you to eat 1 pound of food (Fatty quality unless specified otherwise) per point of damage done, if your stomach can possibly hold it. A creature reduced to 0 hp by Stuffing damage is knocked unconscious as they fall into a food coma.

Notes About Resistences, Immunities and Vulnerabilities.

Being resistent to Fattening, Inflating, and Stuffing damages only halves the damage you take from them not the poundage they apply.

Immunity however does imply that you are incapable of being affected by the added effects of these damage types

The new monsters appearing in this book have their Resistances, Vulnerabilities, and Immunities to these three damage types already added, but here are some guidelines your GM should follow to add them to existing ones:

Creature Resistences, Immunities and Vulnerabilities
Creature Type Fattening Inflating Stuffing
Tiny humanoids and Tiny or Small beasts (Pixie, Badger) N/A N/A Vulnerable
Large or larger Beasts (Owlbears,Dire Wolf) and Giants N/A N/A Resistant
Decaying Undead (Zombie), and the Flesh Golem Vulnerable Vulnerable N/A
Undead without flesh (Skeleton, Ghost) Immune Immune Immune
Constructs except for the Flesh Golem (Modrons, Shield Guardian) Immune Immune Immune
Creatures with swallowing attacks (Giant Toad, Purple Worm) N/A N/A Resistant
Flying creatures (Pegasus, Peryton) N/A N/A N/A
Oozes (Gelatinous Cube) Immune Vulnerable Resistant
Plants (Shambling Mound, Blights) Immune Vulnerable Immune

 

 

Additional Systems

Vore and Swallowing

When you hit a creature with a Bite attack, you may attempt to swallow them. To be able to do so, the creature must be two or more sizes smaller than you or only one size smaller if you have Constitution (Eating) proficiency. The creature must make a Dexterity Saving Throw (DC = 8 + Constitution Modifier). The creature has advantage on this saving throw if they are only one size smaller than the swallower, a -5 penalty if they are restrained, or automatically fail if they are Incapacitated.

If the creature fails, they gain the Swallowed condition and enter your space. Whenever you move, the swallowed creature moves with you but your speed is halved unless the creature is three or more sizes smaller than you.

When a creature you have swallowed increases its size above that which you could have swallowed it initially, it deals 4d10 bludgeoning damage to you for each size it grows and if it dies in your stomach, it becomes an amount of food equal to 1/5th its total weight.

Any edible items on a swallowed creature’s person are immediately consumed with the creature and activate their effects on you. Any inedible items are coughed up on your next short or long rest. You can regurgitate swallowed creatures as a reaction at any time, starting with the last creature you have swallowed.

Swallowed

  • A swallowed creature is blinded and restrained and has total cover against effects and attacks from outside the creature that swallowed it.

  • A swallowed creature takes 1d6+ the swallower’s Constitution mod in acid damage at the start of its turn.

  • A swallowed creature occupies the same space as the creature that swallowed it.

  • If the creature inflicting the condition is incapacitated or dead, the Swallowed creature is no longer restrained and can exit with 5 feet of movement, exiting prone.

  • Whenever the swallower is targeted by a spell cast by the Swallowed that imposes a Dexterity or Strength saving throw, they must make the save at disadvantage.

Whenever the Swallower takes damage, it must make a Constitution saving throw to keep the Swallowed creature down. The DC equals 10 or half the damage taken, whichever is higher. The Swallower has a -3 penalty to this saving throw if the damage dealt was Bludgeoning. On a failure, the swallowed creature is regurgitated and falls prone in a space within 5ft of the swallower.

The Swallowed condition also ends on the swallowed creature if an effect removes them from the space of the swallower, such as when they teleport to a space outside the swallower, or if either the swallowed creature or the swallower become incorporeal, such as through the Gaseous Form spell.

Force Feeding

ForceFeeding is a melee attack that turns any food you pick up into an exotic weapon as described below. You must have a free hand to access this food, which may be the hand you use to make the attack.

You may target yourself with this Attack to eat past your Engorgement Limit, dealing damage to yourself as normal. If you target another creature with this Attack, you deal the damage to it regardless of the amount of food in its stomach.

If you target yourself with this attack, you may make a Constitution (Eating) check against a DC of 15 + the number of pounds of food you would consume. On a success, you take no stuffing damage from your attack but still eat the food.

Food - Exotic Weapon - 1d4 Stuffing Damage - Special (Edible)

Special(Edible): Attacks with this weapon do no damage to things incapable of eating.

 

 

Smothering

In addition to grappling, your size may grant you a new option to keep your opponents locked in place.

When you want to pin a creature with your size, you can use the Attack action to make a special melee Attack, a smother. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.

The target of your smother must be no more than one size larger than you and must be within your reach. You must also weigh more than its Carrying Capacity, and it either be prone on the ground or be between you and a solid obstruction like a wall. Another creature may use its reaction to act as such an obstruction, provided it would also be capable of smothering the target.

Using your body weight, you try to pin the target by making a smother check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You have advantage on this check if you weigh more than the weight the target can Push, Drag, or Lift.

If you succeed, you subject the target to the Smothered condition, which is described here.

Smothered

  • A Smothered creature is Restrained and benefits from three-quarters cover from any creature that is not smothering it.
  • A Smothered creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
  • The condition ends if the Smotherer or the solid obstruction it is Smothered against moves away from it, or if your weight falls below its Carrying Capacity.
  • The condition also ends if an effect removes the Smothered creature from the reach of the Smotherer or Smothering effect, such as when a creature is hurled away by the Thunderwave spell.

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

Your Emaciation threshold is the base weight of your race, as seen in the Player’s Handbook on page 121. As you drop below your minimum weight, you can experience a number of problems as listed below. The higher levels of Emaciation penalties include the penalties from the lower levels as well.

Malnourished. If you are below your Emaciation Threshold, you are considered Malnourished. You have disadvantage on checks made to resist gaining levels of Exhaustion.

Scrawny. If you are below three quarters of your Emaciation Treshold, you are considered Scrawny. You have disadvantage on Strength and Constituion checks and saving throws.

Emaciated. If you are below one half of your Emaciation Threshold, you are considered Emaciated. Your 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.

 

 

Clothing and Equipment Tearing

Often, 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 typically sized to the individual it is intended for at time of purchase and has a limited elasticity.

Whether you are wearing clothing or armor, it tears if your weight is over 100 pounds your weight at the time the equipment was fitted (as described on page 144 of the Player’s Handbook). This amount is halved for each size below Medium and quadrupled for each size above Medium.

Armor and clothing that is burst in this way is not completely useless, with protective padding and plating still hanging loosely from your body. However, the broken straps and links make it loose and reduce its ability to protect you. Until the armor is repaired, it provides 1 less AC than normal.

Clothing that bursts hangs from your body in a similar way. If you are concentrating on a spell when your clothing bursts, you must make a DC 10 Constitution saving throw or lose concentration on the spell.

To repair equipment broken in this way, you must spend 1 hour fixing its broken straps and links, which may be done as part of a short or long rest. You be proficient in the armor you are repairing or have the Mending cantrip. If you are proficient in the appropriate tools for your armor, such as a tailor’s kit for light armor or blacksmiths tools for heavy armor, you may repair that armor in 10 minutes. This does not resize the armor.

Resizing and Elasticity

The rules for having equipment refitted are on Page 144 of the Player’s Handbook, but you may also wish to have some additional elasticity added to the armor.

Elasticity. Making a suit of armor more elastic can cost 25% of the armor’s price. Once a suit of Armor or Clothing has been given Improved Elasticity, it can handle double the amount of extra weight before tearing.

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. Below is an optional system for differentiating pounds of muscle from pounds of fat, as well as for putting on muscle weight by itself.

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, you can choose to gain muscle instead of losing fat when your diet and exercise calculations at the end of the day would result in you losing weight, but only up to a number of pounds equal to your strength or dexterity score (whichever is higher)

For instance, a character with 20 Strength has a cumulative total of -35 diet points, 20 of that can be converted into pounds of muscle while the rest will result in burned fat.

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

Effects of Muscle

As one gains more and more muscle, they become dramatically better at carrying their own weight- providing a solid base for bulk, and also increasing their strength by an equally impressive magnitude! Track your muscle and other sources of bulk separately, but if you are above your Muscle Limit, then both affect your BT.

For every 25 pounds of Muscle you have, increase your Bulk Limit and Carrying Capacity by 50 (This is applied after any modifiers to bulk limits such as the Brawny feat). For every 50 pounds of Muscle you have, you gain a +1 bonus to Damage Rolls made using Strength. For every 150 pounds of Muscle you have, you gain a +1 bonus to checks and Saving Throws made using Strength.

 

 

Muscle Limit

There is only so much powerful poundage that a body can truly handle before becoming encumbered by the sheer amount of, bristling, stonelike and space taking flesh.

Muscle limit calc = Your Str Score × 10. This is the amount of Muscle you can gain safely, going above will cause you to incur dexterity disadvantages. You add 1.5x the amount if your size is above medium and/or you have Powerful Build/Push, Drag, Carry is doubled (These do not stack, you may only benefit from one source of Muscle Limit Doubling unless explicitly stated), and it is halved if your size is below Medium or you are Emaciated.

Dexterity Penalty

These are only gained if you go over the amount of Muscle you can safely handle, as your body’s mass gets to the point that as strong as it is- it still becomes cumbersome. When you go over your Muscle Limit, you gain disadvantage on checks, saves, and attack rolls made using Dexterity. If you already have disadvantage on them, you gain an additional penalty of -3 to your rolls Additionally, you lose your bonus to checks and Saving Throws made using Strength.

Enemy thresholds

Monster Thresholds

There tends to be a fundamental difference between how a one-eyed monster or bog standard burglar handles weight compared to the adventurers of Adipea. Generally being less familiar with fat and more easy to leaden.

Bulk Threshold Effects

-Taxed: The creature’s movement speed decreases by 5 ft, and they have disadvantage on checks made using Dexterity.

  • Burdened: The creature’s movement speed decreases by 15 ft (minimum 5), and they gain a penalty of 2 to attacks made using Dexterity.
  • Hampered: The creature’s movement speed decreases by 25 ft (minimum 5) and they have disadvantage to saving throws made involving Dexterity.
  • Immobile: The creature becomes restrained by its Bulk.
  • Helpless: The creature is paralyzed by its Bulk, Total knockout (unless its immune to bulk or paralysis, usually things immune to paralysis wouldn’t be able to get fat anyway)

Inflation Threshold Effects

  • Puffy: The creature’s movement speed decreases by 5 ft.
  • Full: The creature’s movement speed is halved, and they have disadvantage on checks made using Dexterity.
  • Bloated: The creature’s movement speed becomes 5 ft, and they now float on water.
  • Taut: The creature becomes restrained by their own body, their movement speed becoming a 5 foot flying or rolling speed, depending on if they have been inflated with gas or liquid. The creature must use its action to move due to the increased effort, and they can be rolled at half the roller’s movement speed.
  • Blimp: The creature is paralyzed by their own body, can be rolled. Total Knockout

Simple Monster Threshold Calculations

A GM can determine a monster’s BT and IT maximum by either using the following equation depending on size, or in the same way that it is calculated for a player character.

X boost: Enemies add their CR multiplied by 10 to their BT.

Character Advancement
Enemy Size Bulk Thresholds
Small 50+x >taxed>100+x >burdened>150+x >hampered>200+x >immobile>250+x >(helpless)
Medium 100+x >taxed>200+x >burdened>300+x >hampered>400+x >immobile>500+x >(helpless)
Large 200+x >taxed>400+x >burdened>600+x >hampered>800+x >immobile>1000+x >(helpless)
Huge 300+x >taxed>600+x >burdened>900+x >hampered>1200+x >immobile>1500+x >(helpless)
Gargantuan+ 400+x >taxed>800+x >burdened>1200+x >hampered>1600+x >immobile>1800+x >(helpless)

 

 

Content Errata

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.

  • Goodberries have a tradeoff for being such a potent and tasty treat. Each berry causes 10 pounds of weight gain on consumption.

  • Sources of CASL(Count as a Size Larger) do not stack or add together. (heavyweight/stacked do not allow you to count as two sizes larger when taken with brawny, powerful build and brawny do not stack, etc)

  • The Freedom 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.

  • The Levitate, Tenser’s Floating Disk, and Telekinesis spells have upper limits to the weight they can lift. You may cast these spells using a higher level spell slot, increasing that weight by 250 pounds for each spell slot level above the minimum you use. For example, casting Tenser’s Floating Disk using a 4th level spell slot will allow it to carry 1000 pounds.

  • The maximum weight a changeling can attain through shapeshifting is equal to their Immobility threshold.

  • The second feature of the Great Weapon Master feat can apply to any melee weapon held in two hands that you are proficient in, not just heavy weapons.

  • Huge is the maximum size a player character can attain, even if excessive weight may make them take up the space of a creature larger than that. Spells and abilities that would increase a player character to a size larger than Huge do not increase their size category, but still apply all other effects

  • AC Bonuses from Bulk / Inflation do not stack with the AC Bonus from carrying a Shield. This applies to all sources of such bonuses.

  • Unless the bonus specifies that they stack, you may apply one source of Bulk or Inflation AC Bonus at a time.

  • Any fat transfered to a summoned creature is returned to the original source once the creature it was transfered to is banished

  • All Familiars no matter their source are ineligible for the spell Fat Transference or any other effect at all that transfers weight.

 

 

Race Content

Fatling

By Natsu-Kashi

Being born and having lived your life on the Material Plane, you may or may not have known that one of your parents was in fact, a Fatcubus or other fiend, and that by being their child made you a type of Cambion. From a young age, you’ve felt the urge to fatten up friends, enemies, strangers, and yourself alike, but the power to either submit or to deny those urges was always in your hands.

Fatling traits

Born directly of Fiendish blood Fatlings have traits akin to both of their parents

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

Age. Fatlings mature at the same rate as their mortal parent but usually live two or three times as long.

Alignment. About half of Fatlings become infected by the evil desires of their fiendish parent, but just as many are Chaotic Neutral and want little more than to watch themselves and their neighbors grow as fat as possible.

Size. Fatlings have extreme variations in size, from the few who try to keep themselves slim to focus their efforts on others, to ones who try to grow as fat as possible. Your size is Medium or Small, matching the size of your mortal parent.

Speed. If your mortal parent is Medium sized, you have a base walking speed of 30 feet. If it is Small, it is 25 feet. This may be different than the normal speed of the mortal parent’s race.

Languages. You can speak, read, and write Common and your choice of Infernal or Abyssal. If your mortal parent speaks another language, you know that one too.

Darkvision. Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fiendish Nature. Your creature type is: fiend.

Wings As an action, you can summon or dismiss a pair of wings on your back that give you a flying speed equal to your walking speed. If you choose to fly using your wings, you must stay within 5 feet of the surface below your feet. Your wings might be accompanied by short horns, a narrow tail, or other features usually associated with Succubi. 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.

Fiendish Legacy. Three times each day, you can cast Create Fattening Food and Drink, limited to 2 pounds of food and 2 cups of drink each cast and it does not restore hit points. When you reach level 3, you can cast Stretch Stomach at its lowest level once per day, and when you reach level 7 you can cast Hypnotic Hunger at its lowest level once per day. Your spellcasting ability is Charisma for these spells.

Gluttonous Suggestion. As an action, one creature that you can see within 30 feet of you must succeed on a Charisma saving throw against a DC of (8+ your Charisma modifier + your Proficiency bonus) or be affected by this trait for one minute. Creatures immune to being charmed or that do not need to eat automatically succeed. A creature can also choose to voluntarily fail this saving throw. An affected creature is under all of the following effects while the Fatling is not incapacitated:

  • The target suffers from the effects of being Peckish.
  • The target has advantage on Eating checks.

You can have only one creature affected by this ability at a time. If a creature you target succeeds on the saving throw, you must finish a long rest before using it again.

 

 

Gelatinfolk

By Grogorath

First born of the hedonistic desires of an ancient weight lich, throughout the ages casters and intellectuals delving into weight magic have attempted to copy these methods to create their own to only rare success without access to the original devices used in their creation. These creatures are edible slimelike beings that have since grown an intelligent mind of their own. They are extremely diverse in form and mind, with each one being created by different masters for different functions. These functions are often unknown to them, as gelatinfolk often gain sentience and memory only after their creator’s death or after the destruction of the binding core within them.

Aged to Perfection

The process behind the creation of Gelatinfolk is lost to the ages. Even though some gelatins can theoretically live thousands of years one from that long ago has yet to be found. However the ones discovered in the hundreds have been reported to taste as if they were still fresh made.

Gelatinfolk Traits

Ability Score Increase. Your Ability Score Increases are determined by your subrace.

Age. Gelatinfolk don’t follow normal patterns of age or maturity, though most are not sentient when they are born. The time that they awaken this way is usually considered their “birthday.” Some know that they will “expire” one day, while others do not, and gelatinfolk as old as a thousand years have been recorded.

Alignment. Because they were created to be servants or even tools, sentience is rarely a trait designed by the creator. Thus, Gelatinfolk choose their own paths in life after awakening to it, and don’t tend towards any particular alignment. The exception are those for whom sentience was indeed desired by the creator, where they are generally Lawful.

Size. Gelatinfolk come in a variety of shapes and sizes, from small ones once treated as pets to great ones using their bodies as a food hoard. With proper care a small one could become medium and a medium one large. Your size is Medium, but if you weigh less than 60 pounds, you take up the same space as a Small creature. Except for this, you follow the normal rules for taking up the space of larger creatures as a result of high body weight. You do not have a base weight as gelatinfolk can function with a lot less mass than most other species, whatever starting weight you choose will be your functional base weight but, if your weight falls below 25 pounds, you fall unconcsious until your weight is restored above 25 pounds.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit, and you lose an equivalent amount of mass. If you make a Stuff attack, you may use food from your body in the attack, losing mass equal to the damage dealt.

Speed. Your base walking speed is 30ft.

Gelatinous form. Your lack of a solid body allows you to dodge hits more easily. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Amorphous Body. You are made of a gelatinous substance. As an action, you can transform yourself as if you had used the Change Appearance effect of the spell Alter Self, without being limited to the body structure you have, though any additional limbs are nonfunctional. You cannot change your size, weight, color, or texture to anything other than what it normally is. This benefit lasts until you are incapacitated, at which point you return to a vaguely humanoid shape.

Additionally, when you Squeeze to fit into a smaller space, you fit through a gap as small as 6 inches in both directions, regardless of your size. At the DM’s discretion, it may take several turns to squeeze through it. Finally, your stomach capacity is equal to your Constitution Score.

Languages. Gelatinfolk speak Common and Primordial.

Subrace: Viscogelatin

The most common and sticky variant of Gelatinfolk. These were originally designed to serve as a sort of strong basic feeding unit.

Viscogelatin Traits

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

Viscous Body. ViscoGelatin are not particularly fast or slow. Given that they are quite sticky, however, they are able to scale even sheer walls with ease, albeit slowly. You gain a climbing speed of 10ft and can climb vertical surfaces as smooth as glass without making an Athletics check.

Body Blaster. Using the edible slime from your own body, you are able to cast Mealstrom once with this trait using as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

 

 

Subrace: Vivagelatin

Another variant on the original mold. The VivaGelatin were carefully sculpted with strength and appeal in mind

Vivagelatin Traits

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

Sweet(Savory) Snare. Your engulfing gelatin is a natural weapon which you can use to make unarmed strikes. If you hit with your engulf attack, you deal stuffing damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t engulf another target. stuffing damage dealt this way draws food from your mass.

Subrace: Crystalgelatin

Despite the apparent contradictions in name and form, some gelatinfolk are made out of firm, solid materials like sugar crystals. Though these Crystalgelatins are solid to the touch, they lose nothing in the way of their flexibility or self-reshaping.

Crystalgelatin Traits

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

Sugary Armaments As a bonus action, you can create or absorb a sugar crystal melee weapon. You can choose the form that this melee weapon takes each time you create it. You use your body weight to form this weapon, reducing your weight according to the normal weight of the weapon. If you throw or let go of the weapon, it disappears if you do not pick it up or reabsorb its weight by the end of your next turn.

While wielding your sugar weapon, you may substitute its normal damage type for stuffing damage. stuffing damage dealt this way draws food from your mass. A weapon that does not have the Heavy, Thrown, or Special property also gains the Thrown (range 20/60) property.

Subrace: Chromagelatin

Chromagelatin can exercise very minute control over their shape and color, enough so to disguise themselves as fully-clothed humanoids. The disguise is only visual though, as touching one will still reveal a squishy slime texture.

Chromagelatin Traits

Ability Score Increase Your Charisma score increases by 2 and your Dexterity score increases by 1

Clever Disguise Your Amorphous Body ability is modified in the following ways:

  • You are not prevented from changing your color or the appearance of your texture.
  • Suspicious creatures may attempt an Intelligence (Investigation) check opposed by a DC of 8 + your Charisma modifier + your Proficiency bonus to determine that you are disguised.
  • Creatures who touch you or hit you with weapon attacks will know you are disguised. Truesight and spells like Moonlight which reveal or transform shapechangers will reveal your natural coloring, but will not force you to change shape.

Sweet Kiss: Your kiss is a natural weapon which you can use to make unarmed strikes. If you hit with your kiss, you deal stuffing damage equal to 1d4 + your Strength modifier. You may make this unarmed strike as a bonus action against any creature that is grappled or charmed by you, restrained, or incapacitated. stuffing damage dealt this way draws food from your mass.

 

 

Kitsune

By Mlem

Kitsune or ‘Fox Spirit’ are the result of vulpine creatures who had been awakened in ancient times, granted by a deity known only as ‘Izurei’. Many claim she is the goddess of Law and Trickery, her duality of natures: One motherly and kind, the other mischievous and cunning. The Kitsune are her children in a way, given new life to walk among mortals. Kitsune themselves skirt the lines between a fox with many tails, a humanoid with vulpine features. Some appear more human than not, others appear more like an upright fox themselves and sometimes…somewhere in the middle. They once appeared as slender, graceful figures with an almost unending youth to them as none seemed to physical age after a point. However, lipomantic energy would reach even the most remote of places where this culture resided. Some found their tricks and enchantments to fatten and swell their unwitting victims, some found unusual delights in the art of sake making, often being full to the brim with their own brew. Many touched by lipomancy would swell in size, becoming increasingly well rounded and as some mortals put it ‘stacked’.

Now these keepers of myths, these tricksters and mischief-makers have spread throughout the lands to learn about their newfound changes…before they fall foul of a darker fate. One where decadence and gluttony slowly take over but that has not transpired yet.

Ability Score Increase. Your Charisma score increases by 2.

Age. Kitsune reach adulthood at 16, cease physical aging in their early 20s and often live around the venerable age of elves. A Kitsune’s age is often denoted by the number of tails they have, with the most venerable of elders having up to nine tails.

Alignment. Due to their nature of being a bit mischievous, Kitsune are often chaotic. Even the most skilled monks find it difficult to ignore the desire to be a bit mischievous at times, but they tend to approach the trick in a much more planned out and guided manner. Kitsune are known to be both good and evil.

Size. Kitsune are generally on the smaller side of most humanoids ranging from 4’5 to the tallest being just under 6’. Weight wise kitsune are as light and agile as they look at around 75 lbs. However, some Kitsune affected by lipomantic energies were often heavier, their base weight being almost double that of their peers.

Speed. Your base walking speed is 30 feet.

Spiritual Arcana. In tune with their magical nature, Kitsune can call upon clever magics at will. You know the Produce Flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the Disguise Self spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the Alter Self spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells. (A)

Darkvision. Your vulpine ancestry allows you to have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. (A)

Languages. You can speak, read, and write Common and either Celestial or Sylvan.

 

 

Subraces

Kitsune are often divided by their lifestyle, be it a peaceful spirit of the forest or a trickster who preys on the foolish or those who merged with mortal lifestyles. Some have diverged long ago, being seen as ‘evil’ spirits due to their manifested abilities of consuming life essence.

Inari

Inari Kitsune are those who integrated into mortal life, becoming politicians, traders, diplomats and magistrates. Many consider them to have abandoned their heritage, being aloof, egotistical and even fallen into mortal decadence. However, one cannot deny their words have power.

Ability Score Increase. Your Intelligence score increases by 1

Inari Superiority. Known for the powers of their ego, their voice carries weight when the time is right but also inflates that ego too. When you make a Charisma skill check, after you roll but before the outcome is revealed, you may choose to roll an additional d20. You may choose which of the d20s is used for the ability check. You gain Bulk equal to your Charisma modifier. Once you have used this ability, you must complete a long rest before you can use it again.

Inari Decadence. A life with a full belly is a life well lived! You gain proficiency with the Constitution (Eating) skill.

Zenko

Zenko are those who remained within the forest sanctuaries and shrines. More at home and at peace, often being sought out by adventurers for wise words and advice. In time, Zenko Kitsune found a knack for brewing, often holding quiet rituals within these shrines. While mortals would be drunk in mere moments, a Zenko might end up with a belly full and still be sober.

Ability Score Increase. Your Wisdom score increases by 1

Sake Tasters. Consummate drinkers of their divine brew, Zenko Kitsune have built up a tolerance to most alcoholic drinks. You have advantage on saving throws against poison and have resistance to damage caused by ingested substances, such as poisoned food or drinks, or caused by overeating.

Brewer’s Blessing. Skilled in the art of sake making, you know how to make a good brew. You gain proficiency in Brewer’s Supplies.

Yako

Most will never meet a Yako in their lives, since the best trick is one you never see coming. Yako Kitsune are often mischievous, cunning and do love a good trick…be it innocent fun or malicious teasing. Never wrong a Yako, for you never know when your luck will run out and how you will fall into their next trick.

Ability Score Increase. Your Dexterity score increases by 1

Tricks of the Trade. Cunning and clever, you now know how to fool people or gain the upper hand. You gain proficiency in the Dexterity (Sleight of Hand) skill.

Thief of Fortune. When a hostile creature you can see within 30ft of you rolls a 20 on an attack roll, ability check, or saving throw, you can use your reaction to force that creature to reroll the die. Your target must use the new roll. The target also gains or loses bulk equal to the rerolled die, if the target loses bulk, you can choose to gain it.

Kumiho

Seemingly rumoured to be ‘sinister’ given their ability to sustain themselves on life essence, Kumiho are a more secretive society of Kitsune spirits. Myths painting them in both benevolent and Malevolent lights, Kumiho are still sacred to this day.

Ability Score Increase. Your Constitution score increases by 1

Essence Collection. Kumiho can absorb the lingering essence from the living, dying or recently dead, sustaining themselves without the need for traditional food. Whenever you grapple a creature or when a creature reaches 0 hit points within 10ft of you, you may use your reaction to gain diet points and hit points equal to your Constitution modifier as you draw upon their essence. Once you use this ability, you must complete a short or long rest before using it again.

Scribe of Ages. You gain proficiency in Calligrapher’s Supplies.

 

 

Arieit

By the Adipea Team

Arieit are a wooly mammalian, community based people. Despite the many possible differences in color they have, their cloven hooves, sharp horns, and especially their fluffy fleece are easy ways to tell them as Arieit.They live in many places, as long as there are people and a structured social system, and have easy times fitting into new places. Many Arieit possess a great and innate hunger, and appreciation for the preparation of food and eating. After hearing of Adipea’s faire, multiple flocks began to make their way to the prosperous city.

Follow the Leader

When one Arieit moves, oftentimes the rest will follow, even if it does not seem to be an amazing idea, being followers by nature. It’s common to see multiple Arieit moving in tandem, making their own communities- especially if there’s no towns or cities around them. The species of the leader in question tends not to matter, nor how high they are on the social scale- although there are always notable exceptions. In already established communities, it’s common to see them taking jobs in multiple fields and are diligent workers, easily motivated. Although they can be quite easily taken in by those who have suitable self-confidence and charisma, if they’re fooled, it only takes a single person to channel an outrage.

Mild until Maddened

Despite their fluffy appearances and their adhering instincts, they are far from harmless. While it’s common to see Arieit with more calm dispositions, when incensed, their rage can be brutal, being incredibly skilled with their sharp, powerful horns and less powerful hooves, and it is not easily quelled!

Arieit Traits

Ability Score Increase - Increase Wisdom Score by 2, and Constitution score by 1

Age - Arien have short lifetimes, rarely only living even 25 years, and maturing as early as 11 years of age.

Languages - You can speak, read, and write common.

Alignment - Arien are followers by nature, it’s incredibly likely for most you meet to be Lawful, although there will be those more than willing to split from the flock.

Size - Arien are slightly taller than Humans, although counting horns they can loom over by quite a bit. Your size is Medium.

Speed - Your base walking speed is 30 ft.

Darkvision

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.

Horns

Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Expanded View

You have proficiency in the Perception skill, and your peripheral vision extends behind you as well, allowing your sight to extend up to 20 ft behind you.

Wool Production

During a short or long rest, you may lose excess bulk in increments of 100 (maximum of 300), and gain a somewhat equal amount of fluffy wool, resulting in the following depending on the amount. You retain the negative effects from previous wool amounts as you acumulate more.

  • 100: Your AC increases by 1, but you gain disadvantage on Str checks and your base walking speed decreases by 5.

  • 200: Your AC increases by 2, and you become resistant to cold damage, but vulnerable to fire damage.

  • 300: Your AC increases by 3, but you gain a penalty to your Dexterity Saving Throws equal to your proficiency bonus, and cannot get up from being prone without assistance.

You may, over the course of an hour, use a weapon or spell that does slashing damage to shear the wool off of yourself. You can sell 100 of this nonmagical wool for 1 gold, or use it for crafting purposes.

 

 

Galabufo

By the Adipea Team

Galabufo are quite the intriguing race to be around. Being mainly comprised of rather short, amphibians- they defy expectation in multiple ways! Their incredibly bold disposition is the exact opposite of their squat size, being more than willing to say, do, and especially eat whatever they imagine, regardless of who or what may try to stop them. Their boldness doesn’t just stop at commonly risky things, but their diet, appetite and even and most pressingly, their prey. Just about anyone or anything that moves can be designated as a suitable challenge to swallow down for a Galabufo, the stronger the better. They’re intensely encouraging as well, often pushing or prodding others forward to join in or one up their behavior. The race itself is rather rare, as their reckless habits tend to leave many of the young to an early death, but those who do prosper can quite easily reach legendary status, and become a symbol for Galabufo far and wide to push themselves to achieve.

Galobufo Traits

  • Ability Score Increase Con +2 and Dex +1

  • Languages You can speak, read and write common and sylvan.

  • Age Galabufos spend the first years of their lives in a tadpole state till they metamorphose into maturity at 14, they don’t tend to live past 60 due to predators and their risky eating habits.

  • Size They appear to be the same size roughly to that of a dwarf, standing on average 3’8” tall and weighing 135 pounds. Some individuals can be much larger depending on the amount of food in the area. Your size is Medium.

  • Speed You have a base walking speed of 30 feet and a swimming speed of 30 feet.

  • Amphibious You can breathe both air and water.

Audacious Appetite

Your maw is 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 normal bludgeoning damage for an unarmed strike, additionally, When you attempt to swallow a creature one size smaller than you, it doesn’t gain advantage on the saving throw. You are also bold enough to try to swallow prey the same size as you, but they roll their save against with advantage.

Grappling Tongue

As an action you can shoot out your long tongue to attempt to grapple a creature 30 ft from you, it makes a save against it as if you’re attempting to grapple it. If it fails, it’s grappled and pulled towards you and you can attempt to make a bite attack against it. You can use this feature equal to your proficiency bonus, once all are used this action cannot be used till after a long rest.

Natural Glutton

You gain proficiency in the eating skill, and your choice of either acrobatics or athletics.

Standing Leap

You have a long jump of 20 feet, and a high jump of 10 feet. Regardless of if you have a running start or not.

 

 

Fruitbearer Dryad

By Grogorath

Dryad who experience long term exposure to lipomantic forces tend to acquire traits associated with bounty and more solid and voluptous forms. The fruitbearer dryad exemplifies this with the ability to create potent fruits that can cause bloat their enemies or satiate their allies.

Capable of being created in almost all places that can support plantlife meaning their appearance and the base of their appearance can be vastly different. For your Dryad, you can roll on the Enviromental Foliage table or select an option from it. You are also free to come up with other plant types or foliage characteristics if none fit your character.

Enviromental Foliage
d8 Enviroment potential local foliage
1 Desert Cacti, Tumbleweeds, Agave, Yucca
2 Tundra Moss, Arctic Poppy, Willows, Lichen, Birch Trees
3 Grassland Sunflowers, Acacia, Clovers, Goldenrod
4 Mountain Spruces, Pines, Firs
5 Swamplands Cypress, Hyacinth, Fern, Red Maple
6 Underdark Various Fungi or plants capable of growing in total darkness
7 Feywilds
8 Tropical/Coastal

Dryad Traits

  • Ability Score Increase Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

  • Languages You can speak, read and write common and sylvan.

  • Creature Type you are Fey.

  • Life Span Fruitbearer dryads can live hundreds of years with proper care and access to fresh plantlife, with some of the oldest record being 450 years old.

  • Size Dryad can be medium or small, you can choose when you select this race

  • Speed Your walking speed is 30 feet.

Fruitbearer’s Bounty

Call forth your lipomantic plant essence to induce the growth of 4 specialized fruits. These lipomantic fruit can be thrown as an action using your wisdom, charisma or intelligence (selected on creation) to hit. You create an amount of the fruit equal to your proficiency modifier per day, choosing to grow all of the same type or each of the 4 kinds individually, They last 24 hours after creation before melting into a sweet and nutritous but non-magical jelly. Each fruit has a different effect as listed below.

  • Brimming Berry - Can be thrown at an enemy to soak them with inflating juice dealing 2d4 Inflation damage
  • Wonder Fruit - Can be eaten as an action to regain 2d4 hit points and cure poison. The creature also inflates a number of lbs equal to the amount of hit points recovered.
  • Plumping Produce - Can be thrown at an enemy to quickly fill out their body with juice dealing 2d4 Fattening damage
  • Spiced Pepper - feel the burn, can be eaten as an action to take 1 fire damage and burn off 2d4*5 excess bulk

The damage increase to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. After creating all of your fruit you cannot create more until you finish a long rest

Tree Stride.

An amount of times equal to your proficiency bonus, you can use 10 feet of your movement to step magically into one living tree within you reach and emerge from a second living tree within 30 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

 

 

Variant Races and Features

Kitchenforged

By Mohiten

Unique to the continent of Sybaris, the Kitchenforged, as they have been mockingly called, are a distinct variation of Warforged construct-peoples found in ancient ruins the world over. When, or how such creations came to be is unknown, but the few surviving the plundering of ancient ruins, natural calamity and wild magics have slowly begun to surface.

Servant Statuary

Formed of various woods, stones and precious metals, these construct-people most resemble animate, articulate statuary - sculpted in idealized mimicry of mortal races. Artfully constructed, and skillfully wrought, these living masterpieces are both pleasing of form, and deliberate in function. Most are wrought of enchanted, decorative stone, trimmed in burnished metal, providing a mien of flesh, despite their marbled complexions, or glittering veins of gold and other precious metals wrought throughout their animate stone ‘flesh’. Despite being lost to the ages, their forms and functions endure, but their creators are long since vanished, leaving these eternal servants to master their own fates.

Delicate Machinery

Warforged in general were not designed with food-intake in mind. When food or drink enter their bodies forcefully, they are much worse off for it. All warforged are vulnerable to stuffing damage.

However, due to your constructed nature, you cannot gain or lose weight, regardless of how much food you ‘consume,’ and you are immune to fattening and inflating damage.

Both this vulnerability to stuffing damage and immunity to weight gain, Fattening and Inflating damage are lost if you have the optional Sybaritic Construction racial feature.

Sybaritic Construction. Just like the mortals their fashioning mimics, these constructs know smell, taste, cravings, fondnesses and preferences. While they have no need for such things, such is the animation of their being that their excesses manifest on their sculpted forms, much as it would a mortal’s figure.

Make Food, Not War

Kitchenforged are a variant of Warforged unique to Adipea and the continent of Sybaris. Hand-crafted in an era forgotten by time, each one is a unique representation of their maker’s craft and the tastes of their long-vanished masters rather than as tools for war.

In place of the Sentry’s Rest feature, you may take the Masterwork feature.

Masterwork. Kitchenforged are individualized works of art, and each incorporates a feature unique to their creation. Choose one of the following:

Iron Chef. ‘The namesake of your kind, you are outfitted with a masterworked array of utensils, cutlery and dishware for working in any kitchen. You have a built-in set of Cook’s Utensils which you have proficiency in and can raise your voice up to three times it’s normal volume’

Porter. You are refreshingly cool to the touch at all times, and have spaces in your figure to accommodate up to 20 pounds of food. As a free action, once per turn, you can cause spaces you occupy or are adjacent to to be lightly obscured by fog, or end the effect if it’s active. Non-magical food stored on your person takes quadruple the normal amount of time to spoil.

Stonehearth. You are comfortably warm to the touch at all times, and glow with an inner hearthfire, magical heat or similar effect. You can be used in place of a campfire to prepare meals, and give off light equivalent to a torch. You can quench this light, focus it as though from a bullseye lantern, or return it to normal as a bonus action.

Foodforged

By Mohiten

Warforged are traditionally created out of animate stone, rope, metal, and wood. However, you should feel free to reflavor any warforged to be made of food instead.

If you decide to do so, consider adopting the Food Composition feature in tandem with the Sybaritic Construction feature, in case the materials you choose happen to still be edible.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of average food, doubled on a critical hit, and you lose an equivalent amount of mass. If you make a Stuff attack, you may use food from your body in the attack, losing mass equal to the damage dealt.

 

 

Variant Races and Features

Chublings

By Echo_Tine

Normally, changelings have full, supernatural control of their weight. A changeling can increase its weight up to (but not inculding) its Helpless bulk threshold and whisk away as much weight as it desires short of becoming emaciated. Neither process affects a changeling’s bulk points.

Not all changelings have this full control of their weight, however; some find that the weight they gain in any form tends to stick around across transformations.

A changeling which cannot fully control its weight is often derisively referred to as a chubling. Other changelings may look upon them with pity or disgust–the former for the loss of freedom to be any shape one could desire, ant the latter out of a sense that a chubling just isn’t trying hard enough. The limitation may be brought about by a quirk of birth or a touch of lipomantic magic, but in any case, the effect is the same.Chublings do boast some advantages over other changelings. Gifted with a preternatural affinity for excess.

Lipomantic Shapechanger. When you use your Shapeshift trait, your weight can only change by an amount up to your Bulk Limit. this replaces the shapechanger racial feature.

Chubling Instincts. You add the Eating skill to the list of skills you can gain proficiency with through your Changeling Instincts.

Gustatory Excess. As a reaction when you take stuffing damage, you can shift your body to better accomodate the sudden influx of food, halving the stuffing damage you take. Once you reduce damage this way, you must finish a short or long rest before you may do so again.

Tubaxi

By Mlem

features

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

Age. Tubaxi have lifespans somewhat longer than their tabaxi kindred, living to a venerable age of around 150 years.

Alignment. Tubaxi tend to be more calm and cool than their kindred, preferring a life of knowing what to expect but still giving in to their impulses from time to time. They lean more towards neutral alignments but some are far more inclined to greed and gluttony as darker impulses.

Size. Tubaxi tend to be around the same height as humans but often weigh double that of their kindred. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a cat’s keen senses, especially in the dark. 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.

Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat’s Cunning. You have proficiency in the Persuasion and either the Perception or Eating skills.

Cuddly Charm. Your rotund nature makes it hard for people to resist you, whether through threats or enticements. When you make a Charisma ability check, you may apply advantage to the roll. You must choose to do so before you make the roll. Once you have used this ability, you can not use it again until you have completed a long rest.

Stack-kin Goblin

By Mlem

Some goblins have gone from being scrappy and downtrodden, to sitting at the top of the pile. Fuelled by their desires good and bad, their frames overly developed to the point of being wider than they are tall. They may not be as swift as the rest of their kin, but they can handle their mass well.

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

Size: Unlike their cousins, Stack-kin goblins are far heavier even if they stand around the same height of 3 and 4 feet tall. Weighing around 120-160 pounds. Your size is Small.

Stacked: You count as a size larger for determining your bulk (medium > Large) , stomach capacity (Small > Medium). This replaces the fury of the small racial feature.

 

 

Blubberborn - Lipomantic Dragonborn

by Big Wolfen and Darsana

Lipomantic dragonborn, or Blubberborn as some call themselves, are considered to be an extreme rarity among dragonborn. Blubberborn exist as reclusive tribes or anomalies among their kind, as they can come from any family, any tribe, yet somehow maintain their distinguishing coloration. While most Dragonborn tend toward deliberately focusing on Good and Evil, Blubberborn seem to often take a more chaotic approach due to their anomalous nature among their people, unless they come from a tribe of Blubberborn where there is more civil order. However one thing is clear between them all, they’re always large and in charge. With reinforced forms they’re often able to outlast other dragonborn in combat, or in eating competition, leading to a longer lifespan and more time to accrue achievements.

Ability Score Increase - Increase your Constitution score by 2, and Strength score by 1

Age.- While dragonborn grow and mature quickly, able to walk hours after hatching, attaining the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15, Blubberborn have increased physical traits that allow them to exist easily to 200 years or more

Languages - Blubberborn know common as well as Draconic

Alignment. - Blubberborn are more chaotic leaning, but exist all across the alignment spectrum

Size.- Blubberborn usually dwarf even the largest of their kind, standing normally around 7 and nearly 9 feet tall, with an average weight of 600 pounds, your size is medium.

Speed - Despite their increased bulk, base walking speed is 30 feet

Draconic Ancestry

Regardless of their original heritage of color, their ancestry deals with Fattening damage, granting them resistance to it.

Fattening Breath Weapon

Their breath weapon deals Fattening damage, in a 15 foot cone in front of them, requiring a Dexterity save with a DC equal to 8 + Constitution modifier + Proficiency bonus. A creature takes 2d8 Fattening damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 at 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Draconic Constitution

Dragons were known for their power and ferocity, and unlike typical their distant cousins, Blubberborn exude some of that original power, particularly their gluttony. You gain proficiency in eating or athletics, your stomach capacity is doubled, and you are able to ignore any penalties with regards to being Taxed in bulk capacity.

Gut Buster

Your body is as much a weapon as the rest of you. When you take damage from a creature that is within 5 feet of you, you can use your reaction to release an incredibly powerful belch, or cause your massive bulk or stomach to slam into your assailant. Make an unarmed melee attack against that creature, and on a hit this deals 1d10 bludgeoning damage, increasing by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Lipomantic Subraces

Elf and Half-Elf

Potatokin Elf

by anoobindisguise

Potatokin are a race of wild elves similar to Eladrin, but exposure to wild fat magic has altered their race somewhat. Inherently gluttonous, and prone to building massive frames, Potatokin are fat almost by nature and are almost never seen to be thin.

Ability Score Increase. Your Constitution increases by 1

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

Gluttonous Legacy. You gain proficiency in the Eating skill. In addition, you have resistance to Stuffing damage.

Half-PotatoElf

Gluttonous Legacy(Potato Elf Heritage). You gain proficiency in the Eating skill. In addition, you have resistance to Stuffing damage.

Decadence Aasimar

By grogorath

Ability Score Increase. Your Constitution score increases by 1.

Hedonistic Spirit. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, inflating with false weight, weight that counts for nothing but your visible appearance, up to the next threshold and gaining cherubi flightless wings on your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed and perceive you as a friendly or matriarchal figure (until you or an ally do something that could be seen as hostile)

  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra fattening damage to one target when you deal damage to it with an attack or spell. The extra fattening damage equals your level.
  • Once you use this trait, you can’t use it again until you finish a long rest.

Lipomantic Legacy Tiefling

by Grogorath/team adipea

Ability Score Increase. Your Constitution score increases by 1.

Fatty Legacy. You know the Ray of Flab cantrip. Once you reach 3rd level, you can cast the Mealstrom spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Asset Barrier spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Meriadoc Halfling

by grogorath

Ability Score Increase. Your Constitution score increases by 1.

Gluttonous Fortitude your stomach capacity is double and you have resistance to stuffing damage

Koblob

Ability Score Increase. Your Constitution score increased by 2. Additionally, your Wisdom score increases by 1.

Size: your size is medium, more like a shorter dwarf in terms of height but heavier

Heavyweight: you count as a size larger for bulk calculation

Darkvision: 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.

Sunlight sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Dragons blood: you can cast dragons breath once on yourself, the damage being fattening and the spell slot being used is equal to your profiency bonus. Recharges on a long rest

 

 

Class Content

Fatty Variant Class Features

Designed to provide classes with a little extra oomph with features better tying them into the current bulk attack and threshold system.

These are available at level 3 as optional features.

Barbarian

Blubber Enhanced Defense

At 3rd level, In addition to the calculation for your Barbarian Unarmored Defense, you may add a +2 AC per threshold level you are currently at.

Spell Smothering Stomach

At 8th level, if you are at BT 3 or higher and are targeted by a spell, you may use your reaction to gain advantage on a Saving Throw from that spell, you additionally gain resistance to that attack type until the end of your next turn. You can use this Class Feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long or short rest.

Bard

Weighted Inspiration

At 3rd level,Your Heft adds lipomantic power to your bardic inspiration, whenever you give one out they are now worth one roll of your bardic inspiration dice + your current Bulk Threshold

Tubby Tempo

At 8th level, as an action you may regain Inspiration Points equal to your current BT. You may only use this class feature up to three times per day

Cleric

Holy Helping

You’ve stayed diligent to your God, true to your tenants, and even if your figure was not always reflectant of that, you have been rewarded by the Deity you worship, with the ability to at the very least… lessen some of the waistline woes so prevalent on the battlefield, and net a delicious meal to boot.

At 3rd level, you may spend 3 minutes creating a “Holy Helping”, which is a fatty meal worth 10 pounds; what shape, taste, and ingredients make it up depend entirely on your domain. A creature who partakes in such a heavenly meal will find themselves with resistance to one of Stuffing, Inflating, or Fattening Damage of the chef’s choice for the next 4 Hours. Additionally… they may choose to botch a serving or two, instead doubling the effects (not the damage) of the chosen type instead!

You can use this Class Feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Holy Feast

Starting at 8th level, you may use the same amount of time you use to make a Holy Helping to make servings for multiple people, up to your proficiency bonus * 2, this is called a “Holy Feast” and you may even extend this courtesy to enemies as a bonus action, forcing them to make a Wisdom Saving Throw against your Spell Save DC or be compelled to eat what you offer them. Wanting to avoid rudeness, angering your deity, or just wanting some good food.

If you have the “Divine Feast” Feature, your Divine feast is enhanced to additionally add one effect from magical ingredients used, if any. The time the effect lasts is determined by the ingredient.

You can use this Class Feature and/or Holy Helping a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Druid

Beastial Bulk

At 3rd level, if a creature fails one of your Saving Throws, they gain 50 pounds of pressure or excess bulk for each turn they are under your effect. If you are in your Wildshape and forced to make a saving throw you can use your reaction to increase your roll by 2, but you immediately gain 50 pounds(pressure or bulk) for each turn you’ve been in your Wild Shape

Shifter’s Squish

At 8th level, as a bonus action, you may expend a use of your wildshape, allowing you to hide an amount equal to three quarters of your bulk away, leaving your physical form unhindered. At any time you can allow it to surge forth, forcing creatures that would be within the space of your new weight to make a Dexterity Saving Throw against your Spell Save DC, or become Smothered or be moved 15 ft away and fall Prone (your choice) but… calling your weight back is nowhere as easy, and you are unable to hide it again for 3 turns or 3 minutes.

Additionally, as long as you are above your second Bulk Threshold, any Action or Bonus action requiring you to expend a use of your Wild Shape, may be used without consuming the action…however the energy must come from somewhere, or rather go to, someone…you gain Bulk equal to half of your next Bulk Threshold each time you use this ability.

 

 

Fighter

Metabolic Vitality

An amount of times up equal to your proficiency bonus, you can trigger a metabolic shift and attempt to burn 100 pounds of fat to recover 2d6 hp.

Power Surge

Burn a huge amount of flab for fighting spirit!… for an equally heavy cost. Starting at 8th level, Once per day, during combat, you rapidly burn up to a staggering 1000 pounds (500 per round) of Bulk in exchange for these effects for 12 seconds. The amount of fat burned decides what effects you have access to:

  • 1000: You may make one additional attack action this turn, but have a -3 penalty to attack rolls.

  • 750: Your movement increases by an additional 5 ft, and with your speed increasing further, you gain + 2 Bonus to your AC.

  • 500: Your melee weapon attacks deal an additional 2d6 of fire damage, and your ranged attacks obtain an additional +2 bonus to attack rolls.

  • 250: Your movement speed increases by 10 ft

After the 12 seconds pass, you are counted as Winded for an equal amount of rounds that you burned through bulk, as you catch your breath from your assault. Until your next short rest/long rest, or until you regain weight equal to what you lost, you are subject to these effects, as your body recovers from the massive shift.

  • Your movement speed decreases by 10 ft
  • Your bulk limit is reduced by one quarter.
  • You have a vulnerability to cold damage due to the significant shift in insulation.
  • You have a 3 point penalty to your AC

Ranger

Favored Food

During a long rest you can use the remains of a recently felled foe to create a favored food. What this food is depends on the creature type used. You can make 4+ your proficiency bonus servings and the food lasts 12 hours after creation.

Beast Stew - Adv on Perception checks using smell for 1 hour Monstrous Roast - Gain adv on the next con save to occur within 10 minutes Ooze jam - Gain 10ft blindsense for 1 hour Plant Salad - Gain 2d4+1 THP Undead Soup - The first time you’d fall to 0HP within the next 10 minutes, you instead fall to 1 Fiendish Delight - Gain adv against the next Wisdom saving throw you make and gain fire resistance for 1 minute Celestial Cobbler - Gain adv against the next Charisma saving throw and gain cold resistance for 1 minute Fried Fey - gain the ability to at will cast the misty step spell for the next 10 minutes. Aberration Ale - Adv on investigation checks for 1 hour Construct Candy (disclaimer: not made of real construct)- Gain resistance to nonmagical Bludgeoning, Piercing, and slashing damage for the next minute Giant - Gain adv on the next Strength save within 10 minutes Elemental - Gain resistance to the element cooked for 1 hour

Flavored Foe

Even seeing that which you hunt, whatever Creature of the Night, Eldritch Horror, or Goblin that you woke up hating in particular this morning… fulfills you, it’s worked as sustenance for some in other far off realms, and with the amount of Lipomantic Magic your body has taken in by this point… who’s to say it wouldn’t be much MUCH more filling for you.

At 8th level, if damage is dealt to your Favored Enemy or Favored Foe while you can see them, you may use your reaction to gain one of the certain bonuses, with the ability to choose options at or beneath your current Bulk Threshold:

  • BT0; You gain Bulk, either equal to or double the damage they took, and remove Bulk from them in an equal amount.
  • BT1; You regain Hit Points equal to half the damage inflicted (Up to your level in this class)
  • BT2; You regain a used Spell Slot (Of 2nd level or lower)
  • BT3; You gain a +1 bonus on hit and damage rolls on that specific Foe (Stacks to a Maximum of your Proficiency Bonus.)
  • **BT4; **All of the above.

Additionally, if you have the Favored Enemy feature, you may gain muscle for 1d6 after attacking your Favored Enemy, and they take 1d6 force and gain an equal amount of Bulk, you may also use Abilities from Flavored Foe one Threshold earlier than normal

Monk

Caloric-Ki Reload

At 3rd level, twice per long rest, as a bonus action, if you have 200 or more excess bulk, you can choose to burn a quarter of your current excess weight and regain ALL spent ki points.

Well-Rounded-Repertoire

At 8th level, your movement does not use Stamina in terms of becoming Winded. Additionally, your unarmed strikes deal an additional amount of damage equal to your current stuffing threshold, when you make an unarmed attack, you may bounce yourself up to 5 ft * your current Inflation Threshold away from an attacked opponent which does not provoke Opportunity Attacks, and your Ki Saving Throw DC is increased by half of your current Bulk Threshold (Rounded Down).

 

 

Rogue

Sinister Squashing

At 3rd level, after moving 20 feet towards a target, if you are within touch distance of them, you can attempt a Sinister Squash attack. This is a melee attack, if you are beneath your second Bulk Threshold, it obtains the finesse attribute, and does half your sneak attack die in bludgeoning damage. If you are above your second Bulk Threshold, it instead does your Sneak attack die in damage even if you don’t meet the criteria to trigger it normally. You are proficient in this attack.

Swollen Stabs

At 8th level, up to Twice per round, when you make a Sneak Attack, or Sinister Squash attack at your second Bulk Threshold or above; you may perform additional Sneak Attacks equal to your current Bulk Threshold each using half (rounded down) of your regular sneak attack dice. Every additional Sneak Attack uses 2 points of Stamina. Additionally, if you are wielding a magical weapon, sinister squash counts as magical for the purposes of overcoming enemy resistances

Paladin

Caloric shift

Whenever you heal someone with your Lay on Hands ability, burn double that amount in excess Bulk or Pressure from them.

Sorcerer

Metamagic of Excess

Extra metamagic options to go alongside the others base ones.

Blimped Spell - 1 sorcery point - spells damage also inflates that much Thickened Spell - 1 sorcery point - spells damage also fattens that much Hulking Spell - 1 sorcery point - touch range spells shove 10ft after damage

Ample Adroitness

At 8th level, your increasing mastery in the variable art of sorcery has empowered your ability to fire quick spells to offset a slow body. When you cast a leveled spell as a bonus action, you are allowed to cast spells for your main action. The maximum level of the spell you may cast is equal to (Bulk Threshold * 2) + 1.

You can use this Class Feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wizard

Calmed Corpulence

You work out at the library, both your mind and figure reflect this, as no matter how chaotic things get on the battlefield, as long as it doesn’t stay chaotic for too long, your honed mind is able to work at peak efficiency. Even if your body is prone to… excess movement.

At 8th level, twice per day, while you are at or above your second Bulk Threshold, you may concentrate on an additional spell, the amount of turns that you can concentrate on that spell is equal to your Bulk Threshold.

 

 

Artificer

Expansive Infusions

Cap of Filling

Prerequisite: 6th Level

Item: A Hat or Helmet

Effect: The Cap can be filled with any nonmagical, mundane liquid and holds up to 4 charges which empowers the drink (1 serving/ pound worth of drink = one charge.).

As a bonus action, the wearer, or an allied creature within 5 ft, can drink from the cap, eating a pound of average quality food, regaining 1d4 hitpoints, and expending a charge. If the liquid inserted restores hit points, the imbiber gains bulk equal to double the health they healed. At the dawn of each day, the item regains 1d4 charges.

Supportive Armor

Prerequisite: 3rd Level

Item: A Suit of Medium or heavier Armor (Requires Attunement)

Effect: A creature gains a +1 bonus to Armor Class while wearing this armor. The wearer, while attuned to this and donning this armor, counts as one size larger for determining their Carrying Capacity and the weight they can Push, Drag, and Lift. (Sources of Count as a Size Larger do not stack)

Extreme Energizer

Prerequisite: 8th Level

Item: Any Headband (Requires Attunement)

Effect: This item has 6 charges, As a bonus action or reaction, you may activate this item and use one charge, gaining the following bonuses until your next turn, afterwards, you gain 50 Excess Bulk.

  • Your movement speed increases by 10 ft, and you ignore difficult terrain as you power through it all.
  • The damage from your next melee weapon attack deals an additional 1d8 force damage.
  • You gain a +1 bonus to Strength and Dexterity checks and saving throws.

Weighty Wheels:

Prerequisite: 6th Level

Item: A pair of boots

Effect: While the wearer is beneath 1000 total weight, they gain the following bonuses:

  • Their walking speed increases by 5ft, and the Bulk Threshold is treated as 1 lower for effects that affect movement.
  • While at or above their second Bulk Threshold, movement does not spend any Stamina.

The wearer must spend 3ft of movement, rather than 2ft, for every foot of movement when going through difficult terrain.

Sweat Suit

Prerequisite: None

Item: A Suit of Armor

Effect: The wearer burns twice the amount of diet points while equipped with this armor, and when they gain muscle, can gain thrice that amount instead.

Name: Palette Cleanser

Prerequisite: 12th Level

Item: A Helmet (Requires Attunement)

Effect: While attuned to and wearing this helmet, a creature can use their reaction, to end one of the following effects on themselves: -The Ravenous Condition -An effect which forces/compels them to eat

  • An effect which gives them disadvantage on checks to avoid eating

Name: Amplifying Ring

Prerequisite: 6th Level

Item: A Ring (Requires Attunement)

Effect: While attuned to and wearing this ring, the wearer gains and inflicts twice the amount of Bulk, Inflation, or Food from damage or eating.

 

 

Specialist: Arcane Masterchef

By Natsu-Kashi

The Masterchef is an expert at combining common and exotic ingredients into recipes with mystical effects. Decadent nobles of Skolos and Aizidhar employ these artificers to sate their culinary whims, second by second, and to rejuvenate their bodies. These artificers also know how to fill their dishes with debilitating poisons as well. By combing through ancient recipe books, alchemical recipes, and ritual guides, some can even uncover the lost secrets that gave rise to the Gelatinfolk.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain profiency with cook’s utensils and brewer’s supplies. If you already have one of these proficiencies you gain proficiency with one other type of artisan’s tools of your choice for each of these proficiencies you already have.

Masterchef Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Masterchef Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Masterchef Spells
Artificer level Spell
3rd Mealstrom, Find Food and Drink
5th Narce’s Fatness Arrow, Protection from Poison
9th Create Food and Water, Plant Growth
13th Freedom of Movement, Create Fattening Food and Drink
17th Skill Empowerment, Greater Restoration

Food Animation

At 3rd level you have rediscovered some of the secrets responsible for creating the Gelatinfolk, and your tinkering has borne you a gelatin companion. The gelatin that you can create lacks the sapience of an adult gelatinfolk, but it can still take humanoid or other complex shapes. The default form of this creature is a flexible mass of sugary gelatin, but you can customize its appearance and flavor with food items you have access to.

In combat, the gelatin shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its statblock or the Dash, Disengage, Help, Hide or Search action.

If fed any fatty foods one has on hand, such as those made by the spell create fattening food and drink, it regains 2d6 hit points per portion fed. If it has died within the last hour, you can use your cook’s utensils or brewer’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher, the gelatin returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new gelatin if you have your cook’s utensils or brewer’s supplies with you. If you already have a gelatin from this feature, the first one immediately becomes an inedible mass of spoiled sugar.

Mystic Dish

Starting at 3rd level, you can apply your knowledge of alchemy and enchantments into food items you create. While you have your cook’s utensils or brewer’s supplies, you can cast a spell you have prepared into a pound of otherwise nonmagical food or drink by touching the food or drink while the spell is cast. The spell has no effect, other than to be stored in the dish. The spell must be 1st level or higher, have a casting time of one action, must target only one creature at its current level, and cannot have a range of self.

When a creature consumes the dish, the spell is cast on that creature as if you had cast it on that creature, using your spell save DC, spell attack bonus, and spellcasting ability. If the spell has a duration which requires concentration, you must choose between maintaining any ongoing concentration and casting the spell through the dish.

If your gelatin consumes the dish, you may choose for it to be the target of the spell as normal or for the gelatin to store the dish for later. If it stores the dish, any time the gelatin hits with its Force Feed attack or feeds a creature using its Friendly Feed action, the gelatin may cause the target of the action to consume the dish; if the spell’s duration requires concentration, the gelatin concentrates on it instead of you.

The maximum number of levels’ worth of spells you can have stored in dishes with this feature is equal to one fourth of your Artificer level, rounded up (minimum 1). You may cause one of these dishes to lose its spell, expending it without effect, at any time (no action required). The dish that stores your spells will never spoil while you are alive. If you die, the stored magic is wasted and the food becomes rotten after a number of days equal to your Intelligence modifier.

 

 

Rich Food

Starting at 5th level, your culinary creations are masterfully crafted to grant more nourishment in every bite. Whenever you cast a spell using your cook’s utensils or brewer’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points, or deal Stuffing or Fattening damage, and the bonus equals your Intelligence modifier.

Gracious Gourmand

At 9th level, you make breakthroughs in the beneficial effects of your cuisine. Spells you cast into your Mystic Dishes can have a range of Self (but still must target one creature), and when your gelatin uses its Friendly Feed action, you may use your reaction to grant the target of the action HP equal to your Intelligence modifier (minimum of 1).

Focused Feeding

Starting at level 14, you can cast the Hungering Trance spell once, without spending a spell slot. You regain the ability to cast it when you finish a long rest.

In addition, whenever you cast an Artificer spell that inflicts stuffing damage on a willing or incapacitated creature, you may choose to inflict either the maximum or minimum damage instead of rolling.

Gelatin

Small ooze, unaligned


  • Armor Class 12
  • Hit Points equal the gelatin’s Constitution modifier + your intelligence modifier + five times your level in this class
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 10 (+0)

  • Saving Throws Dex +4, Con +4, Wis +3
  • Skills eating +4
  • Senses Blindsight 10 ft., passive Perception 11
  • Languages Knows the languages of its creator but can’t speak full sentences.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the gelatin’s skill and saving throw bonuses (above); the bonuses to hit, damage, and the escape DC of its force feed attack; and the hitpoints restored by its Health Food reaction.

Amorphous. The gelatin can move through a space as narrow as 6 inches wide without squeezing.

Food Composition. The gelatin is made of fatty food. A creature that hits the gelatin with a bite attack is forced to consume 1d4 pounds of fatty food, doubled on a critical hit. The gelatin immediately incorporates food it consumes into its body mass. When first created, a gelatin is made up of 50 pounds of fatty food. If its weight ever drops below 5 pounds, it dies.

Actions

Force Feed. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d4+2 stuffing damage and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the gelatin can’t Force Feed another target. Stuffing damage dealt this way draws food from the gelatin’s mass.

Friendly Feed. One willing or incapacitated creature that the gelatin can touch eats 1 pound from its body.

Reactions

Tummy Rub. When a creature the gelatin can touch makes a Constitution (Eating) check to eat beyond their engorgement limit, or takes damage from eating beyond their engorgement limit, the Gelatin can grant that creature advantage on Constitution (Eating) checks and resistance to stuffing damage until the start of the gelatin’s next turn.

Health Food (1/day). The gelatin causes a creature which consumes food from the gelatin to gain 1d4+2 hit points.

 

 

Specialist: Siege Master

The devastating power of a Siege Master’s weapon demands suitable recoil dampening. While simple technique can provide modest control, Siege Masters can build their bodies to absorb the shock and unlock their weapons’ potential, opting to control the battlefield from a remote emplacement with overwhelming firepower and deadly precision.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficienncy with one other type of artisan’s tools of your choice.

Siege Master Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Siege Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of spells you prepare.

Siege Master Spells
Artificer level Spell
3rd Bloomphing Bulwark, Hail of Thorns
5th Misty Step, Siphoning Smite
9th Clairvoyance, Fireball
13th Greater Invisibility, Softskin
17th Conjure Volley, Far Step

Siege Weapon

At 3rd level, you learn how to transform your weapon into a tool of unmatched power and precision.

At the end of a long rest, if you have your smith’s tools with you, you convert any two-handed ranged weapon into a siege weapon. It retains the properties of the weapon it is made from, with the following changes.

  • You are proficient with the weapon, and creatures without this feature are not.
  • Attacks with the weapon deal 1d4 extra damage.
  • The weapon’s weight and the damage it deals to objects and structures are doubled.

Siege Stance

Starting at 3rd level, if you have not yet moved on your turn and you are in contact with the ground, you can assume a Siege Stance as a bonus action, which reduces your speed to 0 and makes you unable to benefit from increases to your speed until the end of your turn. The following apply while you are in your Siege Stance:

  • The normal and long ranges of your siege weapon are doubled, and when you cast a spell that has a range of 5 feet or greater, its range is doubled.
  • You gain a bonus to the attack and damage rolls of your Siege Weapon equal to half of your Intelligence modifier (rounded down, minimum of 1). If your BT is at least 2, this bonus increases to your full Intelligence modifier.

The benefits of your siege stance last until you move or are forced to move by a spell or other effect.

Take Aim

Beginning at 5th level, while you are in your siege stance, if you hit with a ranged weapon attack made with your siege weapon, you deal extra damage equal to half the amount by which your attack roll exceeded 10 (rounded down). If your BT is at least 2, the extra damage increases to the full amount by which your attack roll exceeded 10. You may only deal this extra damage once per turn.

 

 

Siege Techniques

Beginning at 9th level, when you hit with your siege weapon, you can choose to expend a use of this ability to add one of the following effects to your attack:

Concussive Blast. The target cannot take reactions until the end of its next turn. If your BT is at least 2, the target is instead incapacitated until the end of its next turn.

Explosive Shell. The target and creatures within 15 feet of it must make a Dexterity saving throw. On a failure, a creature takes 1d10 force damage, or half as much on a successful save. If your BT is at least 2, creatures affected by this ability instead take 2d10 force damage, or half as much on a successful save.

Shell Shock. The target suffers a 1d4 penalty on all of its attack rolls, saving throws, and ability checks until the end of its next turn. If your BT is at least 2, this penalty increases to 2d4.

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

Siege Mastery

Starting at 15th level, while in your siege stance, you can now move up to half your speed without breaking your stance. If your BT is at least 2, you may instead move at your full speed while in your siege stance, after any reductions to your speed from your bulk.

Additionally, as an action, you can use the Dragon-Piercer shot. Creatures in a line that is 5 feet wide between you and a point within your weapon’s range must make a Dexterity saving throw. For each size an affected creature is above Medium, it must make one additional saving throw. For each failure, a creature takes 3d10 force damage, or half that on a successful save. If your BT is at least 2, affected creatures instead take 6d10 force damage on each failed save, or half as much on each success. This shot damages objects in the area it affects.

After you use this shot, you cannot use it again until you finish a short or long rest.

 

 

Specialist: Hydro Arcanist

By The Adipea Team

An Artificer that has taken a different approach to creating magical items and armaments, focusing on using distilled lipomancy to power their machinations. Using knowledge of crafting magical items and lipomancy, you build for more. To make more for yourself and make more for others, to fill them up entirely using magical items to further fuel said fillings.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with brewer’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Additionally, you gain proficiency in the Hydro-Arcanist’s pack

Hydro-Arcanist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hydro-Arcanist’s Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Hydro-arcanist Spells
Artificer level Spell
3rd Hearty Tonic, Ethereal Bellows
5th Weighing Ward, Fat Transference
9th Stretch Stomach, Healing Salve
13th Create Fattening Food and Drink, Holding Hoses
17th Blueberrify, Stomach Sentinel

Hydro-Arcanist’s Pack

Beginning at 3rd level, You gain the ability to make a Hydro-Arcanist’s pack which is a exotic ranged weapon with the Special and Ranged properties that you are considered proficient with. During a long rest you can spend some of that time crafting a new Hydro-Arcanist’s pack which causes any prior one to become inert and functionless.

Additionally, this weapon counts as your Casting Foci

Hydro-Arcanist’s Pack

Ranged Weapon (exotic, Arcane Focus, Special)

Category: Items

Damage: 1d10

Damage Type: Inflation (Water)

Item Rarity: Standard

Properties: Two-handed, Ranged(30/60)

Special Properties:

  • This weapon uses your Intelligence Modifier for its Attack and Damage rolls.

  • Using this weapon within 5ft of an enemy does not impose the usual disadvantage on the attack roll from doing so.

  • Instead of normal ammunition, this weapon slowly reloads itself over time by taking in moisture from air in the surroundings or by pouring in pints of fluid directly. This weapon has a 5 round maximum capacity and can be reloaded by 2 rounds by absorbing in moisture from the air as a bonus action. Each attack uses 1 round. If it is loaded with something other than water/moisture from the surrounding environment, this weapon instead uses the damage and damage type of that liquid for the next attack.

  • If a potion or liquid that restores hit points or provides some other beneficial effect is loaded into the Pack, you can use one of your Attack actions to instead spray a creature within range, granting the creature the healing or effects.

  • Alt Fire: This weapon fires in up to a 30ft line that is 5ft wide. You force each creature hit by this line to make a dex save against your spell save DC or take damage based on the first round fired by this attack. This attack uses 2 rounds

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

 

 

Raining Shots

Starting at 9th level, you’ve learned to integrate magic items into your brew to further improve its power! When making the alt fire attack action, you can instead choose to shoot out different types of shots instead. Additionally, when reloading your Hydro Arcanist Pack, you reload up to 3 rounds.

Cross Shot Each creature diagonal within 5ft to you must make a Dexterity save against your spell save DC or take 1d10 + Int inflation damage. For each shot spent, the range increases by 5ft. You can spend up to 5 shots with this attack

Plus Strike Each creature in a cardinal direction within 5ft to you must make a Dexterity save against your spell save DC or take 1d10 + Int inflation damage. For each shot spent, the range increases by 5ft. You can spend up to 5 shots with this attack

Lob Shot Prerequisite: Artificer 15 Fire a large shot of water in a massive orb, utterly flooding a small area in inflating liquid. Select a point within 30ft, and fire a large shot, each creature on that tile and within 5ft of that selected tile must make a Dexterity save against your spell save DC or take 2d10 + Int inflation damage

Wide Spray Hose down enemies in front of you with a wide range attack. Select a creature within 5ft, each creature directly adjacent that is also within 5ft of you and the creature you selected must make a dexterity save against your spell save DC or take 1d10 + Int inflation damage Additionally, at level 15, the range of creatures you can hit increases to within 10ft of you and the creature you selected

Front to back Prerequisite: Artificer 15 Attach a unique nozzle to the end of your pack and spray down creatures in one direction and in the opposite direction. Each creature up to 30ft in a line directly in front of you and behind you must make a dexterity saving throw or take 2d10 + Int inflation damage.

Improved Hydro-Arcanist’s Pack

At 15th level, your Hydro-Arcanist pack’s damage increases to 2d10, and it instead can fire in a line up to 90 ft long and 15ft wide. Additionally, Cross shot, Plus strike, and Wide spray now deal an extra 1d10 Inflation damage, and you gain access to new types of shots. When reloading your Hydro-Arcanist’s pack, you can reload up to 4 rounds.

 

 

Barbarian

Path of Crushing Flesh

By Storymaker (Revised by echo_tine)

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. Your weapons and armor grow to accomodate your size while you are raging. If you have 400 Excess Bulk or higher, your weapon attacks using Strength deal an extra 1d4 damage.

Flesh Boulder

Additionally at 3rd level, while raging you can charge across the battlefield and plow down creatures in your path. While raging, when you take the attack action, you can replace one of the attacks with a special charge. With this charge, you move up to your speed in a straight line, moving through other creature’s spaces regardless of their size or hostility. Each creature whose space you move through must make a Dexterity saving throw. On a failure, they are knocked prone and take bludgeoning damage equal to 2d4 plus your Rage Damage. If this movement would end in a hostile creature’s space and that creature failed its save against this feature, it is moved to the nearest unoccupied space; if it succeeded, it can choose whether to move to the nearest unoccupied space or if it is the same size or larger, force you to move to the nearest unoccupied space. If a creature was already prone, it has disadvantage on the saving throw of this ability and instead takes twice your Rage damage on a failure. Movement using this ability can trigger opportunity attacks. If you have 800 Excess Bulk or higher, creatures that fail the save against this ability have their speed reduced to 0 until the beginning of your next turn.

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 your bulk limit maximum is doubled. When you enter your rage, you may choose for your weight to double for the duration of your rage.

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, you can choose to fall prone and force all creatures of your choice within 10 feet of you to make a Strength saving throw or fall prone.

If a creature within range is already prone, it instead makes a Constitution saving throw. On a failure, it is Incapacitated until the beginning of your next turn. If you have 1600 Excess Bulk or higher, creatures who are Incapacitated by this ability are instead Stunned until the beginning of your next turn.

If the creature succeeds on its saving throw, it is immune to this feature for 24 hours.

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 weapon attacks using Strength deal an additional 1d4 damage while your size is increased by Fleshy Bulwark.
  • Creatures who fail a save against Flesh Boulder take an additional amount of damage equal to your Strength modifier.
  • Flesh Juggernaut negates any and all penalties from being over your bulk limit while raging.
  • Earth Shatter has its range increased to 30 feet.

 

 

Path of the Predator

Concept By Storymaker (Revised by Team Adipea)

Barbarians that follow the path of the predator nurture a voracious hunger that drives them to incredible feats of gluttony. They have honed their muscles, stomachs, and predatory senses all for the purpose of devouring entire prey of their own size or perhaps even greater.

Feral Jaws

When you choose this path at 3rd level, your maw becomes a natural weapon which you can use to make unarmed strikes. When you hit with it, your bite deals 1d4 + your Strength modifier in piercing damage. Additionally, while raging, you are able to make an additional attack using your bite by spending your reaction. The damage die of your bite increases to 1d6 when you reach level 6 in this class, 1d8 at level 10, and 1d10 at level 14. Additionally, you gain proficiency in the eating skill, if you were already proficient in it, you gain expertise instead.

Predator’s Swallow

Also at 3rd level, after dealing damage to a creature with your bite attack, you may use your reaction to attempt to swallow a creature of equal size class or smaller, either making a Constitution (Eating) check against the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use), or forcing them to make the standard Dexterity Save (Eating + 8 + Proficiency), if you roll higher on the contested check, or they fail the save- you Swallow them. Any creature swallowed in this way is stunned for one round. If the creature has fewer Hit Points than 10 + two times your Barbarian level, you are able to swallow it without a check, and it is incapacitated. While swallowed this way, the creature is considered to be 1/10 (rounded down) its original weight in fatty food, is stunned for two rounds, and takes acid damage equal to your Constitution Modifier (minimum of 1) at the start of every one of its turns while inside you. You can hold a number of creatures inside you equal to half your Constitution modifier rounded up (minimum of 1 total).

You may choose to cough up a creature in your stomach at any point, including if it falls to 0 hit points. If you do, it is considered knocked out and is unconscious but stable. If a creature is made of an indigestible material like metal, or does not need to breathe, you may choose to still swallow them and cause them to become incapacitated (if their hit points were low enough), but they do not take acid damage inside of you. If a creature is immune, not resistant, to acid damage, but still needs to breathe, they are still capable of being incapacitated or stunned. However, a creature such as a Food Elemental, once digested, turns into 1d4 pounds of fatty food per pound of the 1/10th weight that it was considered to be inside your stomach.

Ravenous Constitution

Starting at 6th level, your gluttonous ways continue growing more intense, doubling your stomach capacity. Additionally, while raging, you gain advantage on Constitution saves, resistance to stuffing damage, and are able to swallow a creature one size larger than you are.

Feeding Frenzy

Starting 10th level, when you swallow an enemy, every hostile creature within 30 feet of the creature swallowed that can also see or hear you must make a Wisdom save versus a save DC of 8 + your Charisma modifier + your Proficiency bonus. On a failure they become frightened for 1 minute. A frightened target can repeat this saving throw at the end of each of its turns only once they are unable to see you, ending the frightened condition on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target is immune to this feature for the next 24 hours.

Overwhelming Voracity

Starting at 14th level, your Predator’s Swallow no longer requires you to use your reaction to swallow a creature that meets the requirements after landing a bite attack. Additionally, your bite attack becomes magical for purposes of overcoming resistances and immunities, and you no longer have a limit to the number of creatures you can have swallowed at once, so long as their combined 1/10th weights remain below your engorged threshold. Above this, you begin to take stuffing damage. Finally, your bulk limit doubles as your body adapts to the spoils of all your victories landing on your hips, and you are now considered one size larger than you truly are, only for consideration of your Predator’s Swallow, meaning if you are Medium size you can normally swallow large size creatures that meet the requirements noted within Predator’s Swallow.

 

 

Bard

College of Allure

by Storymaker (revised by echo_tine)

The College of Allure was originally more narrowly dedicated to the allure of sexual beauty but has expanded from its original followers, may of whom were courtesans and spies. Today’s College of Allure understands more broadly how to subtly distract, disarm, and manipulate others through their myriad appearances, their tantalizing promises, and their enchanting magic. Naturally, their ability to seduce in the traditional sense has only been amplified; by assuming a nurturing, confident aura that makes others more pliant and at ease or exaggerating one’s assets to catch and keep attention, a bard of the College of Allure is at once a master of infiltration and a disruptive presence on the battlefield.

Shape of Desire

When you join the College of Allure at 3rd level, you learn to shape your body to your needs. You learn the Appeal cantrip if you do not know it already, and when you cast it, it is enhanced for you in the following ways:

  • It requires no Material components, and it has a duration of 1 hour, which does not require concentration. You may end the spell early with an action.

  • If your BT is at or above 1, you may transform yourself as if you had used the Change Appearance effect of the spell Alter Self, sculpting the extra mass to customize your appearance in more overt ways. Your appearance reverts to normal when the spell ends.

Additionally, when you cast the spell, you may expend a use of your Bardic Inspiration to force a creature you can see to make a Wisdom saving throw against your spell save DC. A creature that is immune to being charmed automatically succeeds the saving throw. If it fails, you know what kind of appearance would be considered appealing to your target, you may assume it immediately upon casting the spell if you are taxed as described above, and you may roll your Bardic Inspiration die and add it to the result of one Charisma check made against that creature before the end of the spell.

Honeytrap

Also starting at 3rd level, you can cause nearby creatures to become distracted by your appearance and presence. When a creature moves within 10 feet of you or starts its turn within 10 feet of you, you may use a reaction to force that creature to make a Wisdom saving throw against your spell save DC. A creature that has failed the Wisdom saving throw to resist your Shape of Desire in the last hour has disadvantage on this save. If a creature fails this save, it is charmed by you for one minute or until you do something harmful to it. It repeats the saving throw at the start of each of its subsequent turns and whenever one of your companions does anything harmful to it, ending the effect on a success.

While charmed this way, a creature is unable to willingly move away from you and it has disadvantage on ability checks and attack rolls while it can see you.

You have a number of uses of this feature equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Discordant Adoration

Starting at 6th level, you can turn your admirers against each other as they vie for your favor. As an action on your turn, you can magically augment your appearance with a maddening allure. For one minute, any creature charmed by you regards other creatures charmed by you as its enemies. While charmed by you, it must use its action before moving on each of its turns to make a melee attack against a random creature other than itself that is charmed by you. If no creatures charmed by you are within its reach, it must use its action, bonus action, and movement to approach you by the most direct means available. After you use this feature, you cannot use it again until you finish a long rest.

Proposition

At 14th level, you gain the ability to weave magic into your words and tap into a creature’s deepest desires. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. A creature that has failed the Wisdom saving throw to resist your Shape of Desire in the last hour has disadvantage on this save. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a promise of its most base desires. The target is willingly divulges those desires with you and only you. While charmed in this way, the creature obeys your commands believing you can and will fulfil its desires in return. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend or loved one.

When the effect ends, the creature has no understanding of why it sought your favor.

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

 

 

College of the Battle Dancer

By Claire

A rather esoteric, but far flung college dedicated to entrancing performances through evocative, sometimes provocative dances - said to energize and rejuvenate in the midst of heated battle. Battle Dancers are daring performers, not shy about wading into battle, where they might encourage and inspire the warriors of the day.

Bonus Proficiency

At 3rd Level you gain Proficiency in Dexterity (Acrobatics) and Charisma (Performance) skills. If you are already proficient with either of these, choose another skill proficiency for each proficiency you already have.

Battle Dance

At 3rd level, you can inspire nearby allies, invigorating them with a burst of energy. As an action, you may spend 1 use of your Bardic Inspiration to invigorate a willing creature, other than you, that can see you. Granting them an additional action on their next turn, that can only be used to take the Dash, Disengage, Hide or Use an Object action. They may use their reaction to take advantage of this effect immediately. Additionally, you may spend 2 uses of your Bardic Inspiration and then make a Performance check, and an Acrobatics check, subtracting your twice your Bulk Threshold from the result of the rolls, incurring effects based on how you perform. At level 15, you instead add your Bulk Threshold to this roll instead of subtracting it.

• 4 or less: Everyone, and I do mean EVERYONE sees you fail. It’s incredibly embarrassing.

• 4-14: You perform adequately, allowing you to grant a willing creature other than you, that can see you, an additional action on its next turn. This action is wasted if not used on the creature’s next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

• 15-30: You’ve done quite well, there was perhaps a misstep or two. You may choose up to 3 willing creatures, other than you, that can see you, and grant them an additional action on its next turn. This action is wasted if not used on the creature’s next turn. That action can be used only to take the Attack (one weapon attack only), Cast a Spell, Dash, Disengage, Hide, or Use an Object action. They may use their reaction to make use of this action immediately.

• 31+: Masterful, Beautiful, Breathtaking…. You are able to choose creatures to obtain the following benefits up to your proficiency bonus. Chosen Allied creatures gain an additional action that they may use on their next turn, gain hit points equal to half of your roll, regain their reaction if they have already used it, and their AC increases by one until the end of their next turn. Chosen Enemy creatures must make a Wisdom Saving Throw against your Spell Save DC, on a failure, they use their reaction, enamored, as they watch your almost once in a life-time show. They may use their reaction to make use of this action immediately.

A creature targeted by this ability cannot be targeted again for three rounds, and cannot benefit from this if it is under the effects of the Haste spell or similar magic that gives it extra actions.

Heavy Hips

At 6th level you have learned to use a combination of your weight, dancing maneuvers, and impressive hips to wrong-foot and batter your foes. As an action, select one target no more than one size larger than you, within your reach. Your target must make a Strength or Dexterity saving throw (their choice). The DC of this save is equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice).

On a failure the enemy takes 2d6 bludgeoning damage and suffers one of the following effects:

• The target is pushed 10 feet away from you.

• The target is immediately knocked Prone.

You can use this feature a number of times equal to your Strength or Dexterity modifier, whichever is higher (a minimum of once). You regain any expended uses when you finish a Long rest.

The damage done and distance you are able to push enemies with this feature increases, provided your Bulk is over a certain threshold. If you are at least Taxed by your Bulk, the damage done increases by an additional 1d6. At 11th level, if you are at least Burdened by your Bulk, the damage done increases by an additional 1d6, you may add your Dexterity modifier + proficiency bonus to the damage done, and the distance you can push an enemy increases by 10 feet. If you are at least Hampered by your Bulk, you may also force the target to immediately be knocked prone if you pushed them away. At 17th level, if you are at least Burdened by your Bulk, the damage done increases by an additional 2d6, you may target creatures up to two sizes larger than yourself, and the distance you can push an enemy increases by an additional 10 feet, if you are Hampered by your Bulk, the damage done increases by an additional 1d6, the distance you push an enemy increases by an additional 5 ft, and you may choose to stun the target for one round, rather than knock them prone. At 11th level, the DC becomes 8 + Proficiency Bonus + Dex/Str (your choice) + Your current Bulk Threshold.

 

 

Inspiring Dance

At level 14, you have perfected your battle dance, and can inspire allies to even greater heights in the midst of combat. By spending an additional use of your Bardic Inspiration as part of your Battle Dance, you may grant the targeted creature an additional Turn, which they must take immediately after your turn. If this bonus turn is not used, it is wasted.

Once you use this feature, you must finish a short or long rest before using it again.

 

 

College of Fattening Fate

By Sanga Vespa

Gambling and gluttony. Greed and excess. The thrill of leaving your fate to the luck of the draw is addicting to some, especially when stakes are high. And what higher stakes are there than your own body? A bard of the College of Fattening Fate puts their own figure on the line even as they manipulate the weights and fates of their allies.

Heavy Stakes

Starting at 3rd level, when you cast a spell or expend a use of your Bardic Inspiration, roll 2d12. If the result is even, you gain weight in pounds equal to the result. Otherwise, you lose weight equal equal to the result. The creature that recieves the benefits of your Bardic Inspiration gains any weight you lose and loses any weight you gain through this feature.

The Deck of Many Fates

At 3rd level, you obtain a Tarot deck, which is a gaming set you are proficient in and which you can use as a spellcasting focus for your Bard Spells. If you lose your deck or if it is destroyed, you will find it in your hand at the end of your next long rest.

Fortune’s Hand

Starting at 3rd level, when you regain Bardic Inspiration, roll once on the Fortune Table for each use of Bardic Inspiration you regain (rerolling repeats until all results are unique) and add each resulting Fortune to your Fortune’s Hand. If you had any Fortunes in your Fortune’s Hand when you regain uses of Bardic Inspiration, you lose those Fortunes and must roll for new ones.

You can use a bonus action and expend one use of Bardic Inspiration to grant one creature you can see within 60 feet other than yourself the benefits of a Fortune in your Fortune’s Hand until it is used or for 1 hour. After you grant a creature a Fortune, remove that Fortune from your Fortune’s Hand.

Self-fulfilling Prophecy

Starting at 6th level, you can expend a use of your Bardic Inspiration to grant yourself the benefits of one of the Fortunes in your Fortune’s Hand. A Fortune used in this way is removed from your Fortune’s Hand, and you gain or lose twice the weight as normal from Heavy Stakes.

Destined Draw

Starting at 14th level, your time looking into the future has awoken you to the beginning and end of a journey. Roll 1d4 and take the result from the Destiny table. Add the resulting Destiny to your Fortune’s Hand. Once you draw a Destiny, you must finish a long rest before you can do so again. Granting a creature the benefits of a Destiny does not expend a use of Bardic Inspiration, but you still roll to gain or lose weight for Heavy Stakes and the weight you gain or lose from Heavy Stakes is doubled.

Fortune Table
d20 Fortune
1 Magician. Gain advantage on your next ability check.
2 High Priestess. Gain advantage on your next Wisdom save or Wisdom check.
3 Empress. Regain 1d8 hit points if you have food in your stomach. Otherwise, regain 1d4 hit points, and gain 1d4 pounds of food in your stomach.
4 Emperor. Deal an extra 1d8 damage on your next damage roll if you have food in your stomach. Otherwise, deal an extra 1d4 damage and gain 1d4 pounds of food in your stomach.
5 Hierophant. The next saving throw a creature makes against one of your spells is made with disadvantage.
6 Lovers. Regain 1d8 hit points and creature you can see within 30 feet of you regains the same number of hit points.
7 Chariot. Gain advantage on your next Constitution save, Constitution check, or Death Saving Throw.
8 Strength. Gain advantage on your next Strength save or Strength check.
9 Hermit. Gain advantage on your next Intelligence save or Intelligence check.
10 Wheel of Fortune. Gain advantage on your next saving throw.
11 Justice. The next time a creature deals damage to you, it takes 1d8 psychic damage.
12 Hanged Man. Gain advantage on your next Dexterity save or Dexterity check.
13 Death. Regain an 1d8 hit points when you next damage a creature.
14 Temperance. Gain 2d8 temporary hit points.
15 Devil. The next attack made against you has disadvantage.
16 Tower. Gain advantage on your next attack roll.
17 Star. Either one disease or one condition afflicting you ends. The condition can be blinded, deafened, paralyzed, or poisoned.
18 Moon. The next enemy you hit has its speed reduced to 0 until the end of its next turn.
19 Sun. Gain advantage on next Charisma save or Charisma check.
20 Judgement. The next time you fall to 0 hit points but not killed outright, you drop to 1 hit point instead.
Destiny Table
d4 Destiny
1,2 The Fool. All allies you can see within 120 feet of you regain 2d10 hit points and gain +1 AC for 1 minute. This healing is doubled for dying allies.
3,4 The World. All enemies you can see within 120 feet must make a Wisdom Saving Throw. A creature takes 4d10 psychic damage on a failed save, or half as much damage on a successful one.

 

 

Cleric

Flab Domain

By The Adipea Team

Your teachings have taught you that to be massive is to be closer to divinity. That as deities are ever present, they too want their disciples to ensure they can properly smite their enemies and provide safety to those that are their allies.

Domain Spells

You gain domain spells at the cleric levels listed in the Flab Domain Spells table. See the Divine Domain class feature for how domain spells work.

Flab Domain Spells
Cleric level Spells
1st Hearty Tonic, Modify Metabolism
3rd Abyssal Stomach, Lard Zone
5th Bloat/Drain, Fat Transport
7th Soft Skin, Embulking Smite
9th Immobilize Monster, Fat Surge

Edict of Weightiness

When you choose this Domain at first level, you gain proficiency with the eating skill, and learn the ray of flab cantrip

Heavy Spells

When you reach 2nd level in this Domain, every time you would cause a creature to gain weight, they gain twice the amount of weight. Spells or abilities that would fatten a creature up a threshold(s) instead have them fatten twice as many. Additionally, when making an attack that deals fattening damage, you roll an additional die from the source that dealt fattening damage. At level 14, when you deal fattening damage, you instead fatten a creature for four times the amount they would have gained.

Channel Divinity: Moving Mountains

Starting at 2nd level, you can use your Channel Divinity to allow you and your allies to be utterly unimpeded

As an action, you present your holy symbol and invoke the name of your deity. You choose a number of willing creatures within 60 feet of you (this can include yourself) equal to your wisdom modifier (minimum 1) and allow them to be unaffected by their bulk thresholds, up to their Immobile Threshold, for 1 minute.

A Fat Bonus

As your form becomes larger, your soul aligns further to the gods of fat, allowing your greater access to their power.

Starting at 6th level, Your bulk limit increases by 250lbs.

When attacking or healing using a spell or ability that targets a creature, at certain thresholds of excess bulk, you deal an additional point of force damage, or heal one extra hit point of health. When attempting to target more than one creature half the bonus provided.

Weight Table
Bonus Weight
+1 250
+2 500
+3 1,000
+4 1,400
+5 1,800
+6 2,500
+7 4,000
+8 6,000
+9 8,500
+10 11,000
+11 14,000
+12 18,000
+13 22,000
+14 25,000
+15 30,000
+16 35,000
+17 40,000
+18 45,000
+19 50,000
+20 100,000

Portly Body

Starting at 8th level, your body adapts and even prefers being at higher weights than what might be considered normal. Your bulk thresholds double. When you reach 14th level, your bulk thresholds doubles again.

Massive Boon

At 17th level, you have finally achieved divine levels of girth and gain the following benefits:

  • Your size becomes Large.
  • Your Immobilized and Helpless thresholds no longer drop your speed to 0 or incapacitate you.
  • When an allied creature starts their turn within 5ft of you, they recover 5HP due to being so close to a source of what can only be considered unending bounty. The flab domain must be conscious or above 0hp to recieve this benefit.

 

 

Hedonism Domain

by Storymaker (revised by Team Adipea)

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 Create Fattening Food and Drink, Sexual Hypnotism
9th Amazonian Figure, Fat Surge

Pleasurebringer

When you choose this domain at 1st level, you gain the 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: Divine Feast

Starting at 2nd level, as an action you can use your Channel Divinity to create a feast composed of pounds of food and non-alcoholic drink equal to double your Wisdom modifier + your levels in Cleric. The food created is of any quality you choose, and any creature who partakes gains one temporary Hit Point per pound of food consumed. Temporary Hit Points gained from this feast stack with themselves, but not from other sources of temporary Hit Points. Those partaking also gain one of the following benefits, regardless of the amount of food they consume:

  • Resistance to Poison and Stuffing damage, and advantage on Constitution saving throws against Disease
  • A bonus of 1d4 to ability checks
  • +1 AC

These bonuses last for 1 hour. A creature must finish a long or short rest before they can benefit from these bonuses again. An hour after creating the feast, any uneaten food vanishes.

Enchanted Treats

At 6th level, when you prepare your Cleric spells for the day, you may cast any cleric spells you know without expending spell slots, imbuing their effects into pieces of food or drink you can touch. None of the spells may be cantrips or be cast at 6th level or higher, and the combined level of the spells must be less than or equal to half your Cleric level, rounded up. Each spell must not have a range of self and must be capable of targeting target only one creature at the level you cast it. A piece of food can only store one spell this way. When the imbued food is consumed, the spell stored in the food is cast upon the consumer; it is a magic item for the purposes of determining the action required to eat it. If the spell involves an attack roll, you must make it when a creature eats it as if you were in the consumer’s space. Any food imbued using this feature expires at the end of your next long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Icon of Excess

At 17th level, you have become an icon of your deity’s hedonism. You are immune to being Charmed and to stuffing damage and you no longer need to breathe. Additionally, the incapacitation from being paralyzed by your bulk does not prevent you from taking actions to cast Cleric spells you have prepared.

Additionally, during a long rest, you and any number of creatures of your choice can spend the time they would normally spend sleeping to enjoy delicious food and drink instead. After resting in this way, a creature gains the same benefit as it would have from a long rest’s worth of sleep.

 

 

Fitness Domain

By Grogorath and Echo_Tine

In times of mass shifts in waistlines there are some who instead choose to pursue their own physical health and wellness. Those of heavier devotion will commit themselves to a god under fitness, strength or vitality.

Fitness Domain Spells
Cleric level Spells
1st Burn Fat, Modify Metabolism
3rd Enhance Ability, Moonbeam
5th Aura of Lightness, Melf’s Minute Meteors
7th Aura of life, Fire Shield (warm shield only)
9th Amazonian Figure, Flame Strike

Body Positive

Starting at 1st level, you can bolster a creature’s confidence and willingness to push through the pain when you help its weight change. As a reaction, when you cause a creature to gain or lose weight, you may grant it 5 temporary hit points.

Burning Metabolism

From 1st level, anytime you deal fire or radiant damage to a creature or restore hit points to it, you may cause it to lose weight, losing 1 pound per damage dealt. When you restore hit points to a creature, you may instead choose for it to gain weight up to the number of hit points it regains.

Waistline Warrior

Also at 1st level, you learn the Trim cantrip if you don’t already know it. For you, it is a cleric cantrip. You also gain proficiency in one of the following skills of your choice: Acrobatics or Athletics.

Channel Divinity: Burning Vigor

Starting at 2nd level, when you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Channel Divinity: Fit Sprint

Starting at 6th level, as an action, you can grant a burst of speed to a willing creature you can see within 30 feet of you, causing their weight to drop by 1 threshold, Until the end of your next turn, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the effect ends, if the target does not have temporary hit points from your Body Positive feature and is Emaciated or Taxed by its bulk, the target can’t move or take actions until after its next turn as a wave of lethargy sweeps over it.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Peak Health

Starting at 17th level, for every 2 years that pass, your body ages only 1 year.

Additionally, you can use your action to maintain peak physical condition. You gain or lose weight such that you are not Emaciated and your BT is 0, losing weight appropriately. If you are neither Burdened nor Emaciated, you can choose any amount of weight to gain or lose short of becoming Taxed or Emaciated by the change in weight. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw. On a failure, it takes damage equal to your cleric level. This damage is radiant if you gained weight or fire if you lost weight.

You can use this feature as a reaction in response to becoming Burdened or Emaciated.

After you use this feature, you can’t use it again until you finish a short or long rest.

 

 

Druid

Circle of Calor

By echo_tine

As a hibernating bear burns its stores of fat and new growth succeeds a wildfire, the transmutation of energy from mere potential to the continuation of life is critical among the processes of nature. A druid of the Circle of Calor merely accelerates this process, bringing energy where it can realize its potential and taking energy from those on whom it merely rests. These druids are careful not to take what they cannot return, however, should those who supply their energy be worthy.

Calor Spells

At 2nd level, you learn the Fire Bolt cantrip.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Calor Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Calor Spells

Druid Level Spells
3rd Flaming Sphere, Fat Transference
5th Fireball, Life Transference
7th Fire Shield, Wall of Fire
9th Immolation, Rampant Vitality

Feed the Flames

Starting at 2nd level, you learn methods to better replenish and bolster the stores of fuel you use to power your abilities. You gain proficiency with Cook’s Utensils if you don’t have it already.

Additionally, over the course of 1 minute, you can touch a number of pounds of food equal to your Druid level and turn them into Decadent Treats

Rapid Combustion

Starting at 2nd level, you can ignite a flame that quickly consumes any fuel nearby. As an action, you can expend a use of your Wild Shape feature to gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal fire damage to a creature, it loses weight equal to the damage dealt, and you may expend temporary Hit Points, up to your Wisdom modifier (minimum of one), to increase the amount of fire damage dealt to that creature by the number of temporary Hit Points you expend. You and creatures of your choice within 30 feet of you lose pounds of fat equal to the number of temporary hit points you lose this way. You may deal this extra fire damage once per turn.
  • When you cause a creature to lose weight, you may use your reaction to cause creatures of your choice within 5 feet of it, which may include the creature itself, to take fire damage equal to your Wisdom modifier.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

 

 

Fire Eater

Starting at 6th level, once per turn when you kill a creature using a spell that deals fire damage, you can cause yourself or an ally of your choice within 30 feet of the dying creature to regain 4 hit points. At your option, the creature that regains hit points also gains a number of diet points up to 1/4th the dying creature’s hit point maximum (rounded up). You have a number of uses of this healing equal to your druid level, and you regain all spent uses when you finish a long rest.

Heavy Insulation

Starting at 10th level, you are inured to the worst effects of extreme changes in temperature and can even extend this benefit to your allies. You gain resistance to cold and fire damage while you have the temporary hit points granted by your Rapid Combustion feature.

Additionally, when a creature you can see within 30 feet of you would take cold or fire damage, you can use your reaction to halve the cold and fire damage it takes (rounded down) for that instance and increase its weight by a number of pounds equal to the damage dealt. You may use this feature a number of times equal to your Wisdom modifier and regain all expended uses at the end of each long rest.

Endless Combustion

At 14th level, you have cultivated a flame within you that is more intense and will never extinguish so long as it has fuel. While you have the temporary hit points granted by your Rapid Combustion feature, you gain these additional benefits:

  • The benefits and temporary hit points from your Rapid Combustion feature last for 1 hour instead of 10 minutes. Each time you kill a creature of size Large or larger using a spell that deals fire damage, this duration increases by an additional 1 hour.
  • When you take the reaction granted by the Rapid Combustion, the amount of fire damage an affected creature takes is twice your Wisdom modifier.
  • Once per turn when you kill a creature of size Medium or larger using a spell that deals fire damage, you gain a number of temporary hit points equal to your druid level. These temporary hit points are added to those you already have from your Rapid Combustion feature. You gain 1 diet point for each temporary hit point you gain this way.
  • When you deal fire damage to a creature, you may choose to lose hit points, up to a number equal to your levels in this class, to increase the amount of fire damage dealt to that creature by the amount of hit points you lose in this way. You and any number of creatures of your choice within 30 feet of you lose weight equal to 10 times the number of hit points you lose this way. You may deal this extra fire damage only once per turn.

 

 

Circle of the Sky

by Actual Real Milk?!

Druids, known to be channelers of nature and life, able to command the ferocity of wild predators, or being able to command nature itself to aid them. Some druids however envelop themselves within the spirits of the main elements that created the world, and an even smaller number choose to tune into the most plentiful and possibly most essential element to life that there is. The power of the Air. Becoming a conduit for the elements, they turn the substance into sturdy protection, moving and dancing along like a gentle breeze, or striking forth with the fury of a hurricane.

Vessel of Air

Starting at 2nd level, your affinity for the wind grants you several boons:

  • Your inflation thresholds double, and you may convert any liquid you are inflated with into air as a bonus action.
  • Increase your AC by your current IT (minimum +1)
  • If you are at IT 4, you count as one size larger for taking up space and Resilience of the Zephyrs.

Resilience of the Zephyrs

At 2nd level, you gain the option to expend a wild shape, taking in air and inflating your body to gain power and resilience. While this is active, a number of things apply

  • You gain a number of temporary hit points equal to 5x your Druid level.
  • You cannot be deflated against your will, magically or nonmagically.
  • You may inflate or deflate yourself up or down one IT as a bonus action on each of your turns
  • When a creature that is your size or smaller enters your reach, you may use your reaction to use your body to cause them to stumble. The attacker must make a Dex save against a DC of 10 + your current IT. On a failure, they fall prone and take bludgeoning damage equal to your current IT * 2.
  • You gain the benefits of the Feather Fall spell, and you don’t begin to fall until the end of your turn if you start your turn off of the ground in some way. These benefits end after 10 minutes, when you lose all temporary hit points, or if you wild shape while using this ability. You remain at any IT threshold you were in while Resilience of the Zephyrs was active when it becomes inactive.

One with the Sky

At 6th level, your body has become more adept at handling high amounts of expansion. You now treat any negative effects from your IT as if you were one IT lower than your current IT, save for IT 5, and your DC for making enemies stumble is now 11 + your current IT.

Karmic Winds

At 10th level, your body bounces back fare easily from blows. While you have Temporary Hit Points from Resilience of the Zephyrs, you may attempt to stumble any creature within 5 feet of you that deals damage to, without having to use a reaction. Additionally, when an ally within 30 feet of you is attacked, you may use your reaction to conjure a powerful gust to force you into their space, becoming the new target while the ally is moved 5 feet away into an unoccupied space. Finally, the DC for making enemies stumble increases to 12 + your IT * 2. If an enemy is prone within 5 ft of you, you may, as an action, force them to make a Consitution Saving Throw against your Stumble DC, on a failure, you inflate them to half your IT (rounded up) and your IT is halved.

Prophet of the Heavens

When you reach 14th level, the lines between your body and the wind are blurred as your very essence tunes into the power of the air, granting the following effects:

  • You cannot be inflated to a different IT against your will, magically or nonmagically.
  • You are able to negate all negative effects of all IT below 4, IT 5 still affects you, however you are able to retain a flight speed of 10 feet

When you activate Resilience of the Zephyrs, you are granted the following bonuses:

  • You are effectively able to negate all effects of all IT levels, your Inflation Limits double once again, and, you count as two sizes larger in terms of taking up space and for Resilience of the Zephyrs at IT 3 or higher.
  • Your previous flight or roll speed is is tripled while Resilience of the Zephyrs is active
  • The effects of Resilience of the Zephyrs lasts for up to an hour now, unless you lose all temporary hit points, or you wild shape.
  • While you have temporary hit points from Resilience of the Zephyrs, you may grow or shrink as many IT as you wish using a bonus action.
  • Your Stumble effect DC is now 14 + your current IT *2 for the duration Resilience of the Zephyrs is active

 

 

Circle of Symbiosis

by the Adipea team

There are many who search for companionship, to seek out others to balance you, right you, to carry on your legacy and/ or improve you is natural amongst many sentient and non-sentient beings, however… Usually that relationship comes from different distant people, who can become disconnected… and thus there are those who- search for more insular kinship. Symbiosis, among Druids, this does not make those look peerless, yet- not every combination is… pretty, or low maintenance. Those who are a part of this circle have discovered, or stumbled across, a discovered- rare species that synthesizes well with one’s body- with… complications. If there’s anyone with the patience and wisdom to deal with such a high maintenance roommate? It’d have to be a druid from this circle.

Interloper’s induction

At 2nd level, when you join this circle, you gain a symbiotic link with a Goo Guest. A rare organism found deep in hidden places. It is unable to speak, but can understand the languages you can. The two of you share the same pool of energy.

The Goo Guest becomes a functional second stomach for you. Your Stuffing Thresholds double, your required daily food is doubled, and you passively digest your proficiency bonus in pounds of food every hour. Additionally, you become resistant to poison and necrotic damage. Lastly, as a bonus action, you may tap into your Guest’s senses gaining blindsight for 30 ft, but becoming blind outside of that radius.

Interlopers Introduction

At 2nd level, your Goo Guest’s symbiotic link with you means it is to be accounted for now. Whenever you digest pounds of food, a half of it (rounded up) is absorbed into Goo Guest as Bulk. If your Goo Guest has 50 or more Bulk in it, its grows from tiny to small. Its increased might causes the dice for its features to grow from a d8 to a d10. The maximum amount of Bulk your Goo Guest can hold is 100 pounds with any excess falling off.

In combat, you may use your Bonus Action to bring out your Goo Guest from your body or call it back if it is already out. Your Goo Guest shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its statblock or some other action. additionally if you spend 3 rounds or minutes with less than 5 pounds of food in your stomach, or the Goo Guest spends 3 rounds without either you or it consuming at least a pound of food, you become Ravenous, and your Goo Guest will act on its own (at the DM’s Discretion) in a bid to gain nourishment.

When your Goo Guest takes damage, it loses Bulk equal to the damage taken, and cannot gain bulk from fattening damage. If its hits zero hit points, it do not die outright, as pieces of it remain within you. If your Goo Guest dies outwardly, 100 Excess Bulk is required to physically replenish it, although any penalties related to it remain.

Pleasant Parasite

At 6th level, If your Goo Guest is touching you, when you make a Wisdom, Strength, Charisma or Eating skillcheck, you gain advantage as if you were being Helped. Additionally, your Goo Guest gains the ability to confer nourishment. At the cost of up to 600 of your bulk and/or up to 60 of the Guest’s bulk, they may target a creature within 5 ft, which cannot be you, and wrap around that creature, transferring nutrients directly to their body from their skin, the target regains 3d8 hit points + half of bulk/10 spent. The target also gains Bulk equal to what was spent. At level 10, if the Guest is within 5 ft of you, you gain a +2 to your Spell Save DC or Spell Damage. On spells that make you or another creature eat.

Interloper’s Initiative

At 10th level, your Goo Guest additionally gains the ability to move on it’s own during your and it’s turn. During your turn, at the cost of 10 pounds of bulk, Goo Guest can split off from you. It takes its own turn after yours as normal, but additionally can move up to your proficiency bonus * 5 in feet, and gains the ability to dash on your turn as well, in exchange for its reaction. If their size decreases to small, or they accomplish what you split them off for while they’re small, they attempt to slink back to you with haste. Your Pleasant Parasite’s help additionally now applies while your Guest is within 30 ft of you. Additionally, their possibly worryingly increasing independence has wrought a new ability for you both. While your Goo Guest is touching you, you may designate one point within 30 ft of you, and they rush to it in a line. Any creature within that line must make a DC 18 Dexterity Saving Throw, on a failure taking 5d8 necrotic damage and you gain 10x that amount in Bulk or an equal amount of pounds of fatty food. On a success they take half the damage instead, and you gain the amount of Bulk as if they took full damage. While your Goo Guest is away from you and you or they are being targeted by an attack, at the cost of 400 Bulk, as a reaction, you may teleport to a space within 5 feet of your Goo Guest, or teleport Goo Guest to a space within 5 ft of you.

 

 

Interloper’s Intimacy

When you reach 14th level, through many, many trials- having seen firsthand just how and why the species tends to falter, you and your Guest bear witness to its next stage of growth.

When your Goo Guest has 150 pounds of excess bulk, its size becomes medium, and it’s maximum increases to 300 pounds at once, any excess falling off. Furthermore, your Goo Guest can substitute diet point costs for only 3x the bulk required. Your orders to your Goo Guest no longer uses your bonus action, and instead- its own.

Additionally, through your body it has achieved a less demanding form of sustenance. When you, your Goo Guest, or a creature benefiting from Pleasant Parasite are targeted by an attack,effect, or take damage, you may use your reaction to cause them to coat you/the target benefiting from Pleasant Parasite, halving the damage taken, and making you/them gain bulk equal to 15x the damage reduced. If your Goo Guest is separate from any person, it uses its own reaction for this instead, and removes the bulk/food costs from the next effect activated that would require them.

Creature Sheet

Many of Goo Guest’s stats are reliant on its size, being listed in order of tiny/small/medium for any that are altered.

Goo Guest

Tiny/Small/Medium Ooze, Unaligned


Armor Class
14/16
Hit points
20 + Goo Guest’s consumed Diet points (Max 150)
Speed
0ft.

STR DEX CON INT WIS CHA
6/12/18 (-3/+1/+4) 15/16/17 (+2/+3/+4) 10 (+0) 10/7/9 (+0/-2/-1) 14/8/16 (+2/-1/+3) 12/9/13 (+1/+0/+1)

Saving Throws
Str +3, Dex +3, Wis +1 Cha -1
Resistances
Cold, Necrotic, Poison
Vulnerabilities
Fire, Inflating
Senses
Blindsight, 60 ft. (blind beyond this radius), passive Perception 12/9/13.
Condition Immunities
Poison, Blinded
Languages
Knows the languages of it’s creator, but cannot speak.

Amorphous: Your Goo Guest can move through a space as narrow as 1 inch wide without squeezing.

Multiattack
Your Goo Guest can make 2 Sap Attacks, or a Sap attack and a Nutrify attack in one turn.

Actions

Sap: Melee Weapon Attack: +4/10/14 to hit, Reach: 5 ft, Hit: (5/9/18) 1d8/2d8/4d8 Necrotic damage, and the targeted creature loses Bulk equal to the damage dealt, and your Goo Guest gains diet points equal to the damage dealt. If it is touching you, you gain a quarter of this amount (rounded up)

Solidifying Shot: Your Goo Guest draws itself inwards and then lobs a piece of itself towards a creature within 30 ft of it. They must make a DC 15 Dexterity saving throw, on a failure take 2d8/4d8 cold damage, and can only move half of their speed until the end of their next turn. On a success, they take half as much damage and their movement is not halved. This action may only be used if the Goo Guest’s size is naturally small or larger, and requires 20 of the Goo Guest’s diet points to be used.

Nutrify: (Recharge 4-5) Your Goo Guest rushes at an enemy within 15 ft, attempting to encapture it. They must make a DC 18 Strength saving throw, and on a failure, they are restrained by the Goo Guest, and take 7d8 Stuffing damage, on a success they are not restrained, and take half as much damage, the Goo Guest loses excess bulk in an equal amount to what the enemy gains. A target restrained and fed by this effect gains disadvantage on the next Check or Save they make, and at the end of each of their turns, they re-make the save to attempt to escape. If they succeed, or the Goo Guest’s size decreases beneath medium, they escape up to 20 ft away from them. This action may only be used if the Goo Guest’s size is naturally Medium.

Reactions

Host’s Hide: If Goo Guest’s size is small or lower, is touching you, and is targeted for an attack, as a reaction it can scramble to the other side of you, avoiding damage if the attack does not occupy an area of effect.

 

 

Fighter

Archetype: Dreadnaught

by Storymaker (originally Knight of Steel Harvest)

Dreadnaughts 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. Dreadnaughts 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.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in Eating skill, if you are already proficient in the Eating skill, you gain expertise in it as well.

Protective Padding

Dreadnaughts 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 Dreadnaughts employ to not only maintain their physique, how to get the most out of every meal, large or small- but also employ it on the battlefield. You gain these effects: Your Bulk Limits and stomach capacity double. When you digest food, you may choose to gain twice the Excess Bulk you usually would.

You may make the Shove attack as a bonus action, and if you weigh more than the target, you have advantage in the athletics check, if your roll is 8 or more higher than the target’s you may also choose to smother them. While wearing heavy armor and not using a shield, if an ally within 5 ft of you is being attacked, you may use your reaction to give them cover (half cover if you are beneath BT3, Three Quarters if you are at or above BT3.).

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 hampered by your bulk, 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.

When you take the attack action using a melee weapon, you may forgo your usual flurry to focus your attack on one, bold, blubbery bash! Make a melee attack roll (with proficiency), and add your current bulk threshold to your attack roll, and on a hit, add your AC + Constitution modifier * your current bulk threshold to the damage roll of the attack. You may use this feature a number of times per day equal to your proficiency bonus, and must complete a long rest before you can use it further.

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. You also gain resistance to stuffing damage as well. If you are above your first Bulk Threshold, you also gain a resistance to poison and the poison condition. Additionally, you gain temporary HP at the start of each of your turns equal to 3% of your current bulk (max of 20), and being Immobilized by your bulk limit no longer restrains you, but rather only reduces your speed by three-fourths, to a minimum of 5 feet a round.

 

 

Rune Knight: Expansion

By Team Adipea

** Rune Options for use with the Adipean ExpanD&D system for D&D 5th Edition’s Rune Knight**

Runes of Expansion

A Rune Knight is, by necessity or by nature, able to shift the sizes of their own body and others. Certain individuals saw the potential in Rune Magic to cause more dramatic changes in the sizes of the runes’ targets, resulting in an innovative set of runes that more orthodox Rune Knights might call a perversion of the art. Nonetheless, these runes are just as potent as those of tradition, and some Rune Knights are more than eager to use them alongside–or to the exclusion of–traditional runes.

Rune Options

The following are rune options for the Rune Magic feature. They are all magical effects.

This list is an expansion to the Rune Options listed in the Rune Knight subclass features. Options from both lists are available to Rune Knights.

If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Kue (Fat Rune).

This rune’s magic invokes a desire or willingness for being far larger than one’s peers. While wearing or carrying an object inscribed with this rune, you ignore the penalties of being Taxed or Burdened, and you have advantage on checks and saves to resist forced movement.

In addition, you can invoke the rune to drain the very weight from a creature. As a bonus action, you can mark a creature you can see within 30 feet of you with this rune. For one minute, that creature takes 2d6 necrotic damage at the start of each of its turns, and at the end of its turn, it can make a Constitution saving throw to end the effect. A number of pounds of fat equal to the necrotic damage dealt is transferred from it to you whenever the damage is dealt. If the initial target dies before the minute has ended, you may choose a new one with a bonus action on any of your subsequent turns until the minute is up. Once you invoke the rune, you cannot do so again until you finish a short or long rest.

Fode (Stuffing Rune).

This rune’s magic emulates the hungering of hill giants and those who crave more than their stomach can handle. While wearing or carrying an object inscribed with this rune, you have advantage Constitution (Eating) checks, you have resistance to stuffing damage, and your stomach capacity is doubled.

In addition, as a reaction to overeating, you may instantly digest all food in your stomach, instantly converting it into both fat and a brief surge of vitality. You gain 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. You also gain a number of temporary hit points equal to 1d10 + your fighter level. These temporary hit points last for 1 minute. One you invoke the rune, you cannot do so again until you finish a short or long rest.

Vind (Inflation Rune).

This rune’s magic channels the very winds themselves to infuse and fill yourself. While wearing or carrying an object inscribed with this rune, you ignore the penalties of being Bloated or Puffy and your walking speed increases by 5 feet.

In addition, you can invoke the rune to absorb and bounce away from an attack. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage and move up to half your speed (rounded down) without provoking opportunity attacks. Once you invoke the rune, you cannot do so again until you finish a short or long rest.

Fjell (Muscle Rune).

This rune’s magic brings forth the essence of strength that all giants hold and amplifies it. While wearing or carrying an object inscribed with this rune, you ignore the penalties of being Taxed or Burdened, the range of weapons you throw is doubled, your carrying capacity is doubled, and when you gain weight, the number of pounds of muscle you may gain is not limited by the number of diet points you have burned.

In addition, you may invoke this rune as a bonus action to make a Strength (Athletics) check against a creature within 10 feet of you, contested against its Athletics or Acrobatics (the target’s choice). If you succeed on the check, the target is pushed away from you a number of feet equal to your Strength modifier times ten (minimum of 10 feet). One you invoke the rune, you cannot do so again until you finish a short or long rest.

Greater Stature

When you gain the Great Stature feature, you may roll 5d8 and increase your weight in any portion of fat or muscle by that amount.

 

 

Expansive Fighting Styles

Lipomancy Initiate

(Fighter, Ranger, Paladin) You learn two cantrips of your choice, which deal Fattening, Stuffing or Inflating damage. They count as class spells for you, and your highest mental stat is your spellcasting ability for them.

Stocky Safeguard:

(Fighter, Paladin, Ranger, Rogue) You gain +1 AC per tier of Bulk Threshold or Inflation Threshold, whichever is higher.

Eager Eater:

(Barbarian, Paladin, Ranger, Rogue) As a reaction when you take Stuffing damage, you may gain resistance to that attack’s damage. If you do, you eat three times the fatty food than normal.

Gain behind me!

(Fighter, Paladin, Barbarian) When an ally within 5ft of you would take Fattening, Stuffing, or Inflation damage from an attack or effect, you may use your reaction to switch places with them and be affected by it in their place.

Buffet Brawler

(Fighter, Ranger, Barbarian, Paladin, Ranger) Your Force Feed attack’s damage die becomes 1d6, it’s range becomes 10 ft and you are proficient in it.

Lunchtime Lobber

(Fighter, Ranger, Paladin)

your forcefeed attack now has a reach of 15ft and you gain proficiency in using food as a weapon. When you forcefeed you can add your ability modifier to the damage of the food being used.

Provider’s Precision:

(Rogue, Fighter, Ranger, Paladin) When you make a weapon attack that would cause a creature to eat pounds of food or gain Bulk/Inflation, you can gain a +2 bonus to your attack roll.

Iron Stomach:

(Fighter, Ranger, Barbarian, Paladin, Rogue) Whenever you take stuffing damage, while you are Stuffed or higher, you can reduce the damage you take by your Constitution Modifier.

Heavy Hitter:

(Fighter, Barbarian, Paladin) When you hit with a melee weapon attack, you gain a bonus to damage rolls equal to your Bulk Threshold.

Maneuvers

Instant Fueling

When you Eat, you can expend one superiority die and digest the amount of food eaten, and regain hit points equal to twice your superiority die’s number.

Smothering Attack

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to smother the target as a bonus action. If the melee attack was performed unarmed, or your Excess Bulk is over 500, you do not use your bonus action.

 

 

Monk

Tradition: Way of the Full Circle

By Team Adipea

The Way of the Full Circle incorporates ancient techniques and strategies originally meant for sport, but have since found new purpose in more martial pursuits. Monks of the Way of the Full Circle are often just as round as the ring their forebears competed in, and know how to use their weight to their advantage, especially when grappling and defending. They have also inherited the specialized techniques to cultivate and maintain the prodigious figures that best suit their path.

Grappling Style

At 3rd level your training and diet has honed your body for your Path. You gain Proficiency in the Strength (Athletics) and Constitution (Eating) skills if you don’t have them already.

When you attempt to Smother or shove a creature, you add a bonus to the Strength (Athletics) check to do so equal to your Wisdom modifier.

Full Circle Technique

Also at 3rd level, you learn the ritual styles and maneuvers of your Path. When you use your Flurry of Blows, you may replace one of the unarmed strikes from that feature with a Smother or shove attempt. You also learn the following ki features, which can be used in place of a Smother or shove attempt:

Demon Crushing Technique (1 Ki point)

Make a Strength (Athletics) check, contested by your opponent’s Strength (Athletics) or Dexterity (Acrobatics), as if Smothering, against a creature currently Smothering by you. If you succeed, your target is Paralyzed while they are Smothered by you. At the start of each of your target’s turns while they are Smothered by you, they take bludgeoning damage equal to your Wisdom modifier (minimum of 1). the smothered creature may make a Strength saving throw as a action (the paralysis does not remove this action and this action ONLY).

Full Circle Charge (1 Ki point)

You move yourself and a creature smothered by you 10 feet horizontally in any direction until it would collide with an object or creature, and the Smothereds. This distance increases by 5 feet for each BT above 1 you are. Your target must then make a Strength saving throw against your Ki save DC. They have disadvantage on this save if they would collide with a object or wall. On a failure they are stunned and take bludgeoning damage equal to twice your wisdom modifier (minimum of 1). If your target would be pushed into another creature’s space, that creature must also make the save for this maneuver.

If the impacted creature is one or more sizes smaller than the moved one, it makes the save with disadvantage, and it does not stop the movement of the moved creature, moving into available nearby spaces if necessary. On a failure, it takes bludgeoning damage equal to twice your Wisdom modifier and is Stunned.

Warrior’s Catch

Starting at 6th level, you can deflect or even catch melee attacks. When you are hit by a melee weapon attack, you may use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the damage to 0, you may make a Smother attempt against the creature that triggered this class feature so. in Addition you may Smother enemies one Size larger then normal and may Smother multiple people so long as they do not equal your maximum size

Mountain Stance

At 11th level you are as durable and immovable as a mountain. While you are Smothering a hostile creature, you gain resistance to non-magical bludgeoning, piercing and slashing damage. If your BT is 1 or greater, you cannot be moved while you are Smothering a hostile creature. If your BT is 2 or greater you gain resistance to both magical and non-magical Bludgeoning, Piercing and Slashing damage.

Additionally, if you begin your turn Smothering a hostile creature, you gain temporary Hit Points equal to your Wisdom modifier.

Spirited Embrace

At 17th level, once per turn, you may spend 2 Ki points to make your next Smother or shove attempt as a additional attack that does not replace one of your normal ones. in addition you may now use the demon crushing smush and Fatty charge without using ki points and you may now Smother creatures up to 2 sizes larger than normal.

 

 

Tradition: Way of the Sated Fist

by Storymaker (revised by Team Adipea)

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.

Hungering Fists

Beginning when you choose this path at 3rd level, you can draw energy from your opponent to fuel your weight and vitality. Whenever you hit an opponent capable of gaining bulk with an unarmed strike, you may choose to spend a Ki point to add your Wisdom modifier to the damage, siphoning weight from their body and gaining THP and excess bulk equal to the damage dealt (maximum 10 Temporary Hit Points).Temporary hit points gained from this ability last until depleted or until the end of your next short or long rest.

Fullness of Body

Also at 3rd level, you can use your Ki to enhance the healing and growth of your body. As an action spend 2 Ki points and instantly convert any food in your stomach into fat. Regain an amount of hit points equal to 2 rolls of your Martial Arts Die as well as that many pounds of fat.

At 11th level, the healing and excess fat increases to three rolls of your Martial Arts Die. If you are engorged heal and gain the maximum amount possible

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

Iron Flesh

At 6th level, as a reaction to taking damage, you may spend 2 Ki to gain resistance to all damage, including the triggering attack, until the beginning of your next turn. After using this ability, you must complete a long rest before you can use it again. At level 11, you can spend an additional 2 points of ki, to gain resistance to all types of damage, and regain hit points equal to your current Bulk Threshold * 2. Additionally, you do not lose stamina from making unarmed attacks while being Burdened or Hampered. The maximum THP you can gain from hungering fists increases to 15 as well.

Sated Fists

At 11th level, whenever you use your martial arts die to deal damage to a hostile creature, you deal extra damage based on your current bulk: +2 if your BT is 2, +4 if your BT is 3, or +6 if your BT is 4.

Also, the maximum THP you can gain from hungering fists increases to 20.

Mind over Body

At 17th level, you can spend 4 Ki points as an action to gain the effects of the spell Freedom of Movement on yourself for 1 hour. For the duration of the spell, you become immune to hindrances of your bulk short of being made Helpless by it.

Finally, the maximum THP you can gain from hungering fists increases to 30.

 

 

Paladin

Oath of Plenty

By Team Adipea

Paladins who follow the Oath of Plenty are normally makeshift orders that protect the helpless and the poor, keeping people alive and safe with their strength and supplies. More organized followers of the Oath of Feasting are rescue workers and first responders who travel in large groups to carry huge amounts of resources.

Tenets of Plenty

The Oath of Plenty emphasizes the following tenets.

  • Destroy Hunger. You know the pains of hunger and thirst and the illnesses they can cause. You must preserve the people and feed those who can’t feed themselves.
  • Sustainable Aid. You must foster independence within those you serve, working toward solutions that will maintain their health and happiness even after you move on.
  • Spread No Strife. Stealing or seizing someone else’s belongings, even to benefit another, shows a failure to bring plenty to everyone. Lack and loss breed resentment and jealousy, and you must not be the cause of that conflict.
  • Answer the Call. No request from those in need should go unheard.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Protection Spells
Paladin level Spells
3rd goodberry, tango’s tincture
5th calm emotions, prayer of healing
9th beacon of hope, plant growth
13th create fattening food and drink, fabricate
17th amazonian figure, fist of the feeding star

Channel Divinity

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

  • Surfeit of Stars. As a bonus action, you form stars of food that orbit those under your protection. For the next minute, when an enemy you can see within 30 feet of you attacks a creature besides you, the attacker takes Stuffing damage equal to 1d8 + your Charisma modifier (minimum 0). After a creature is damaged in this way, it cannot be damaged in this way again until the beginning of its next turn.

This effect ends early if you fall unconscious or if you end it as a bonus action.

  • Blessed Bounty. As an action, you bless all nonmagical food and drink within 10 feet of you for 1 hour. Food blessed in this way is purified and rendered free of poison and disease, with a duration of 1 hour that does not require concentration. Additionally, any creature that consumes any food blessed in this way before the blessing ends has their current and maximum hit points increased by an amount equal to your Charisma modifier, for 1 hour. A creature cannot benefit from this increase again for 1 hour after receiving the increase.

Aura of Plenty

Starting at 7th level, creatures around you need not fear famine, for you come bearing plenty. Your aura extends 10 feet from you and provides the following benefits:

  • When a friendly creature within the aura, including you, would lose weight, whether naturally or otherwise, they may choose to halve the weight they lose.
  • You double the amount of food you create with your paladin spells if it is created in an unoccupied space within the range of this aura, and creatures of your choice within the range of this aura always suffer from the effects of being Peckish.

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

Rapid Response

Starting at 15th level, you have the ability to travel quickly to respond to emergencies. You can cast the spell Find Greater Steed without expending a spell slot. When you do, you can also create a number of spectral mounts equal to your Charisma modifier, summoned as if by the spell Phantom Steed. These other mounts follow you, staying within 100 feet of you, unless you mentally instruct them to stay in a location or they have a rider. They must stay within a mile of you or disappear as if the spell that summoned them had ended. All mounts summoned in this way count as one size larger when determining their carrying capacity, bulk limit, and the weight they can push, drag, or lift.

While a creature is riding one of the mounts summoned by this feature, it and the mount are under the effects of a Protection from Evil and Good spell.

Once you use this feature, you cannot use it again until you finish a long rest.

 

 

Faminebreaker

At 20th level, as an action, you can transform into a harbinger of abundance, gaining the following benefits for 1 minute:

  • When you use a paladin spell to create food or drink, you can use a reaction to bless it as if you had used Blessed Bounty on it.
  • The damage dealt by Surfeit of Stars increases to 2d8 + twice your Charisma modifier.
  • You and your allies within 30 feet of you have advantage on Constitution checks, Constitution saving throws, and death saving throws.
  • You and your allies within 30 feet of you have resistance to necrotic and poison damage.

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

 

 

Oath of Protection

By Gonkulous

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 enhance 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, you slam your foot into the ground, sending a shockwave through their vicinity. All creatures of your choice within 20 feet must make a Strength saving throw with a DC equal to 8 + proficiency build + your Strength modifier. A creature that fails is moved up to 10 feet in any direction at the paladin’s discretion and is knocked prone.

Body Block. As an action, you call out your enemies, using your unmissable figure to draw the ire of their foes. Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or recieve disadvantage on attack rolls made against creatures other than you. The effect lasts for one minute, or until you choose to end it (no action required).

The effect also ends if you fall unconscious.

Buttressing Aura

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 your BT is 1 or greater, the bonus increases to +2; and if your BT is 3 or greater, the bonus increases to +3.

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

Unyielding Stance

Starting at 15th level, you become nearly impossible to shift against your will. While standing, you cannot be forced to move or knocked prone.

Stalwart Bastion

Starting at 20th level, as an action you become an unstoppable force on the battlefield. For one minute, you gain the following benefits:

  • You ignore all penalties imposed by your BT.
  • You gain advantage on all Strength and Constitution checks and saves.
  • You gain resistance to all forms of damage.
  • As a bonus action, you may perform your Seismic Step without expending a use of your Channel Divinity.

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

 

 

Oath of Strength

By Storymaker

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.

Oath Spells

Oath of Strength
Paladin Level Spells
3rd Burn Fat, Modify Metabolism
5th Enhance Ability, Aid
9th Haste, Aura of Vitality
13th Softskin, Guardian of Faith
17th Amazonian Figure, Destructive Wave

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, and you double your Bulk limit. 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-fourth 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 your 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.

 

 

Ranger

Archetype: Wild Walker

by Storymaker (revised by Team Adipea)

Some rangers become more in tune with their aspects of the wild, eventually opening their bodies to protean energies of raw nature. These energies infuse the Wild Walker, giving them a bestial form possessed of the traits, instincts and raw hunger of the wild. As their connection to the wild deepens, their hunger intensifies and their form grow in strength.

Ravenous Hunter

Beginning at 3rd level, you count as one size larger for the purposes of determining your stomach capacity, diet point burn rate, eating rate, and digestion rate. Also at 3rd level, your hunting prowess has been amplified to feed the beast within you. When you roll a Wisdom (Survival) check to forage and succeed, you find 4 times as much food as you normally would. On a failure, you find 2 times as much food as you normally would on a success.

Also at 3rd level, your hunting prowess has been amplified to feed the beast within you. When you roll a Wisdom (Survival) check to forage and succeed, you find 4 times as much food as you normally would. On a failure, you find 2 times as much food as you normally would on a success.

Feral Nature

At 3rd level, when you join this conclave, you manifest a wild nature that you can tap into and amplify for short bursts of time. At your option, you also gain minor physical attributes that are reminiscent of your wild nature. You adopt your Feral Form as a bonus action, and it lasts until you dismiss it as a bonus action or for 1 minute. While in your Feral Form you gain a Bite attack (1d6 Piercing with the Finesse attribute), and you can take the Hide action as a bonus action. Each round you maintain your feral form counts as 1 hour of workout. This duration increases to 2 hours at 11th level and 3 hours at 15th level, while your Bite’s damage increases to 1d8 at 11th level, and 1d10 at 15th. However, attack rolls, or ability checks made to force-feed you are made with advantage.

Before your Feral Form ends, you can expend another use of this feature to extend its duration by 1 minute (no action required). You can use this feature a number of times equal to half your Ranger level (rounded up), and you regain all expended uses when you finish a long rest.

Hunting Happenings

When you are in your Feral Form you gain the following bonuses:

• You gain the ability to designate a creature within sight as your Hunt. A creature is counted as such until you choose another creature, remove it, or a full day has passed and you may only have one creature Hunted. If you hunt a creature without currently having a Hunt, you may do so without action. Changing your Hunted Target to a different creature requires your bonus action. You have advantage in checks made to find or track your Hunted Target.

• When you make an attack against a creature you are hidden from, that attack deals an extra 1d6 damage. You are always counted as hidden from your Hunted target while 15 ft away or further from them in your Feral Form.

• Your speed increases by 10 feet.

• If your Hunted target moves outside of your attack range, you may use your reaction to move an equal amount of feet in the same direction. • You can swallow creatures one size larger.

Nature’s Defense

At 7th level your wild nature deepens, At your option, you also gain minor physical attributes that are reminiscent of your wild nature. You gain a resistance to stuffing damage. Additionally, when a creature you can see makes an attack against you, you can use your reaction to gain a bonus to your AC for that attack equal to your Wisdom modifier, and you move 5 feet in a direction you choose. This movement does not provoke attacks of opportunity. You must use this feature before knowing whether the attack hits or misses. If your Hunted target makes the attack, you may instead choose to make an attack of opportunity on them instead of moving.

 

 

Feral Strikes

When you reach 11th level, you gain the following benefits with which to augment your Feral Form as your ferocity redoubles. Your Bite’s damage die increases to 1d8, and you gain additional benefits only while you are in your Feral Form. Adroit Ambush. Once on your turn, immediately before you make an attack against a creature you are hidden from, you may teleport up to your speed as part of the attack. You remain hidden until your attack misses, regardless of whether the creature would see you in your new position, and if the attack hits, you may immediately make another attack against the same creature, remaining hidden until the attack hits or misses. Additionally, your bite attack no longer reveals you from hiding for your Hunted target, if it hits. Toppling Takedown. If you move at least 20 feet straight toward a creature and then hit it with a melee attack using your Attack action on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one additional melee attack against it with your Attack action, and if the target is Hunted, they have disadvantage in checks or saving throws against being Swallowed until the end of it’s next turn. Stalwart’s Territory. As an action, you designate an area as your territory. This area is a space located within 20 feet of you. When your Hunted creature ends its turn in that space or moves into it for the first time on a turn, you may immediately make an attack against it with your weapon, without using your reaction.

Apex Predator

At 15th level, you gain the following benefits with which to augment your Feral Form as your will to rise above all challenges peaks. You gain these benefits only while you are in your Feral Form.

Voracious Vanish When you take damage, you can use your reaction to turn invisible. The invisibility ends at the end of your next turn or if you attack or cast a spell, but only after the attack hits or misses or you finish casting the spell. If you use this feature next to your hunted creature, you can make an attempt to swallow them, and may attempt to even if they are of the same size or one larger than your usual. Bestial Evasion If a spell or spell effect would cause you to become unable to move, eat, see, or become charmed, you may use your reaction to add twice your proficiency bonus to the roll. If you succeed, you may then move up to 20 ft, if able. Endless Devourer Your bite’s damage die increases to 1d10, you do not take damage from creatures you have Swallowed, or any magical bludgeoning damage from eating while Engorged, and your hunted target counts as one size smaller than usual for checks against being swallowed.

 

 

Archetype: Beast Broadener

By the Adipea Team

Throughout your travels, you’ve encountered a great many foes that both cannot be stopped, by you alone, or even an entire town’s worth of blades. However, you have figured one way to bring down these seemingly invincible threats, food… and after the recent surges in Lipomancy? It’s been working- well. Be it a sole beast being baited by “free food” more often than it should, having just the right tone to convince the chief of an Orc Army that you come so often with food as to pay tribute, or perhaps even deeper endeavors spanning over long stretches. A Beast Broadener isn’t one to allow a threat a loud bang, but only a quiet whimper.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Performance, or Persuasion. Additionally, you gain proficiency in Cook’s Utensils.

Fiend Fattener

Starting at 3rd level, If you hit a creature with a weapon attack that does not deal Fattening/Stuffing damage, you may substitute one of the damage dice for Fattening. Once per turn, when you deal Fattening or Stuffing damage to a creature, you can choose to apply a penalty of one to either their AC or Attack Bonus, or reduce their speed by 5 ft (minimum 5). These penalties stack, and last for 10 minutes, or until the target loses the Bulk or digests the food.

At level 11, Any creature you cause to gain 300 pounds or eat 15 pounds of food obtains a penalty to their proficiency bonus of 1 for 10 minutes, or until the target loses the Bulk or digests the food.

Beast Broadener Magic

You learn an additional spell when you reach certain levels in this class, as shown in the below Beast Broadener Spells tables. You may only pick between one of the tables. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Enfeebler’s Feast
Ranger Level Spells
3rd Mealstrom
5th Dietary Curse
9th Hypnotic Hunger
13th Alluring Feast
17th Feeding Frenzy
Enfeebler’s Filling
Ranger Level Spells
3rd Fattening Jest
5th Lard Zone
9th Fatball
13th Create Fattening Food and Drink
17th Fat Surge

Eye for Expansion:

Beginning at 7th level, you can tell a creature’s Bulk and Bulk Thresholds, current food eaten, and resistances/vulnerabilities to Stuffing/Fattening damage upon sight. Additionally, foes who are of your favored species or have your hunter’s mark on them, gain 10x Bulk from fattening damage from attacks instead of 5x, and your Spell Save DC increases by 2 for spells/effects that require them to resist eating/drinking food.

Second Helpings

When you reach 11th level, you’re more than capable of making sure that empty stomachs and thin waistlines are only a memory for your enemies. Once per turn, when you deal damage to a creature who is beneath their second bulk/stuffing threshold, you can deal an additional 5 Fattening or Stuffing damage to that creature. Once per turn, when you hit a creature who is within 20 ft of you, and above their second bulk/stuffing threshold, with a weapon attack; You can force the target to make a Dexterity saving throw. On a failure, they gain 1.5x (rounded up) the bulk/food from your next attack, and fall prone. The affected creature must make a DC 15 Acrobatics/Athletics check to stand up, and if you are within 5 ft of them you can use your reaction to increase the DC of the save by 3.

Doughball Ducker

Beginning at 15th level, you gain a bonus to your AC or Spell Saving throws equal to the current Bulk/Stuffing threshold of hostile creatures within 10 ft, times two. If a creature has your Hunter’s Mark on it, their Thresholds are counted regardless of distance.

 

 

Rogue

Archetype: Essence Thief

By Storymaker (revised by echo_tine)

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

At 3rd level, you learn how to take the attributes of your victims and make them your own. As a bonus action, you make a Dexterity (Sleight of Hand) check against a creature you can see within 60 feet of you, contested by the target’s Wisdom (Perception) check. If you fail, the target may percieve your attempt as hostile, though it might not understand what you tried to do. If you succeed, choose an Ability, which strengthens for you and weakens for your target, while you gain the following benefits.

  • When you make an attack roll, ability check, or saving throw using the selected Ability, roll 1d4 and add the result to the roll. Whenever the target makes an attack roll, ability check, or saving throw with that Ability, roll 1d4 and subtract the result from the roll.
  • You can use your Sneak Attack against the target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This effect lasts for 1 minute, until you successfully use this feature again, or until your concentration ends (as if you were concentrating on a spell). If the creature dies before the end of this effect, or if you concentrate on it for the full duration, then for 1 hour, you retain the bonus to your rolls and the target continues to be affected by the penalty to its rolls.

One time before this effect ends, if you deal your sneak attack damage to the target, you can choose to gain a number of pounds up to the sneak attack damage dealt. The target of the attack loses equal weight. Instead of stealing weight, you may instead steal height in inches up to half the number of dice in your sneak attack (rounded up).

Channel Essence

Starting at 3rd level, you can selectively amplify your capabilities at the cost of some of your physical attributes. As a bonus action, choose whether to lose weight in pounds up to a roll of your sneak attack damage or height in inches up to half the number of dice in your sneak attack damage (rounded up), and choose one skill in which or tool with which you are not already proficient. For one hour, you gain proficiency in the chosen skill or with the chosen tool.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Improved Channel

At 9th level, you may use your Channel Essence one additional time between rests. You may also expend a use to gain expertise for one hour in a skill in which you are already proficient or with a tool you are already proficient. Finally, you may expend two uses of your Channel Essence to gain proficiency for one hour with martial weapons, with one type of armor of your choice, with shields, or in one saving throw of your choice.

Thief of Faces

Starting at 13th level, when you use your Essence Theft 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 at the moment you use the feature while you retain the bonus to rolls through the feature.

Thief of Answers

Starting at 13th level, while a creature is affected by your Essence Theft, you can use your bonus action to force it to make an Intelligence saving throw. The DC is 8 + Proficiency bonus + your Charisma modifier. On a failed save, you learn the truthful answer to one question of your choice, posed to the target, which can be answered with “yes,” “no,” or “unknown.” Once a creature succeeds on this saving throw, they are immune to this feature for 24 hours.

Essence Assassin

At 17th level, the drain from your Essence Theft become so potent that it leaves enemies winded. For the duration of your Essence Theft, the target of the feature is poisoned, and you have advantage on attacks against the target.

 

 

Archetype – Serial Popper

By Veran with revisions by Team Adipea

The Serial Popper is a terrible and possibly lethal foe to deal with, as they know how the affect the body in the right ways to suit their needs. Whether fueled by dastardly motives, or deriving sensual pleasure from it, these rouges make their mark by inflating their foes to incredible sizes, and possibly making them too big for their own body to handle. The DC for the saving throws forced by this class is equal to the Inflation Check DC (10 + double the current IT)

Pressure Points

At 3rd level, you become familiar with the body’s weaknesses which become exposed while a creature is inflated. Whenever you attack a creature that is any level of IT above 0, you may add their current IT to each damage dice roll (2d6 rolled at IT 2 would add 2 damage for each d6 rolled). You are also able to forcibly inflate creatures specifically to expose these spots. You may use your Sneak Attack against any creature, provided you do not have disadvantage on the attack, if you do you may replace any damage type done with the sneak attack with Inflating damage.

Serial Popper DC: 8 + proficiency + Dexterity Modifier

Serial Inflator

Starting at 9th level, along with dealing extra damage to a creature with your sneak attack, you may also choose to inflate your target. If you land an attack with a weapon and they are below the first IT threshold, you can use your bonus action to force the creature to make a constitution save, on a failure they inflate by one IT.

On the Edge

At 13th level, you have learned how to apply pressure to cause your opponent to pop earlier than usual. After you deal your sneak attack damage to a creature, you may force it to make a constitution save. On a failed save, the creature loses all built up pressure and returns to IT 0, and takes 2d8 thunder damage times its previous IT level, You may only use this or Serial inflator on your turn. Additionally, when you use your Serial Inflator ability you may instead increase the IT to the second threshold.

The Big Bang

At 17th level, you learn how to make a true spectacle of those whom you burst. When you deal thunder damage from your On the Edge feature on a IT 5 creature, you may use this feature to cause each creature within 30 feet of the affected target, not including yourself, to make a Constitution save . On a failure, they take thunder damage equal to your sneak attack damage and immediately inflate 2 IT, or half damage on a success and they are unaffected otherwise.

 

 

Archetype: Shadowblade

By Mohiten

Fast Eater

At 3rd level you gain Proficiency in Constitution (Eating) and Dexterity (Sleight of Hand) skills. If you are already proficient with either of these, choose another skill proficiency for each proficiency you already have.

Additionally, you can use the bonus action granted by your Cunning Action to take the Use an Object action to eat food, and you may use your Dexterity (Sleight of Hand) bonus instead of your Constitution (Eating) bonus to determine your eating rates.

Folded Blades

At 3rd level you learn to compress and fold your flesh, disguising your weight from inspection and creating spaces to hide small weapons and items about your person. Over the course of a short or long rest, you may reduce your apparent weight by an amount equal to your Taxed Threshold to a minimum of your base weight. During this process, you may hide a number of weapons with the Light property equal to your Constitution modifier (minimum 1) about your person. You may also hide a number of items about your person equal to your Constitution modifier (minimum 1), provided each weighs no more than 2 pounds; these items do not count as weapons for the purposes of the other features in this subclass. You may retrieve these weapons and items on your turn as if drawing them from a sheath.

While your weight is disguised you can fool personal inspection, physical measure, or any other mundane effect which would otherwise reveal your weight or the weapons and items hidden on your person. You do not suffer Bulk penalties to Dexterity checks or Dexterity saving throws if your apparent weight is below your Hampered Threshold, but otherwise you suffer Bulk penalties as normal.

If you die, are rendered Helpless by your bulk, or fall to 0 hit points, your actual weight is revealed, and any weapons and items hidden through this feature drop to the ground within 5 feet of you.

Blade Burst

Starting at 3rd level you can launch blades hidden on your person with surprising and deadly force. As an action you can launch one of the weapons hidden by Folded Blades at a creature you can see within 20 feet of you. That creature must make a Dexterity saving throw against your Blade Burst save DC. On a failure the target takes piercing damage equal to 1d4 + your Sneak attack damage, or half as much on a successful save.

Blade Burst save DC = 8 + your Proficiency bonus + your Constitution modifier.

Unfolding Blast

At 9th level, you can expel all your folded blades in a burst of blubber and steel. As an action, select a number of creatures you can see within 20 feet, up to the number of weapons hidden on your person from Folded Blades. Each target must make a Dexterity saving throw against your Blade Burst save DC. On a failure the target takes piercing damage equal to 1d4 + your Sneak attack damage, or half as much on a successful save. Any blades in excess of your targets are expelled with no effect. If you have concealed over 300 pounds of bulk, creatures within 5 ft must make an additional Dexterity save, taking bludgeoning damage equal to your Current Bulk/100 (rounded down), being pushed 5 ft away from you and falling prone on a failure. If you have concealed over 700 pounds, they are instead smothered and stunned until the end of your next turn.

After taking this action, your actual weight is revealed, and any items hidden on your person from Folded Blades are dropped on the ground within 5 feet of your current position.

Combined Barrage

At 13th level your flesh can channel the magic, poison and other harmful effects imbued within or applied to your folded blades. If a target fails their saving throw against your Blade Burst or Unfolding Blast features, they suffer the effects of any poisons, additional damage or other harmful effects of the weapons stowed on your person as part of Folded Blades.

Additionally, you may disguise your weight as by Folded Blades using your action, and may store and use Darts with your Blade Burst. When you use this action, you may use your bonus action to store up to two weapons or items in your weight.

Folded Mastery

At 17th level you have mastered the ability to compress and fold your flesh. You can now reduce your weight by up to twice your Taxed Limit, down to your base weight.

Your Blade Burst and Unfolding Blast now deal piercing damage equal to 1d6 + your Dexterity modifier + your Sneak Attack damage, or half for targets who pass the saving throw.

You can now use Unfolding Blast to launch all of your Folded Blades at a single target. When you use Unfolding Blast, you may instead select one creature within range that you can see. That target must make a Dexterity saving throw against your Blade Burst save DC. On a failure, the target takes piercing damage equal to 1d6 per blade expelled + your Dexterity modifier + your Sneak Attack damage, or half as much on a successful save.

 

 

Sorcerer

Origin: Adiposean

By Gonkulous

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 root. 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.

Adiposean Spells

1st-level Adiposean feature You learn additional spells when you reach certain levels in this class, as shown on the Adiposean Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level, that does fattening damage/increases bulk.

Adiposean Spells
Sorcerer Level Spells
1st Burn Fat, Chaotic Corpulance
3rd Dietary Curse, Lard Zone
5th Fat Feedback , Flabling Bolt
7th Create Fattening Food and Drink , Alluring Feast
9th Fat Surge, Cone of Cholesterol

Fattening Flux

At 1st level, the unstable lipomancy that runs rampant through your veins begins to manifest in your magic. Anytime you cast a spell or cantrip that does fattening damage, you can forgo doing any damage to instead have the target gain the fat the damage would have caused.

This flux affects you more as your connection to this lipomancy deepens. When you finish a long rest, you gain weight in pounds equal to your sorcery points maximum. When you expend sorcery points, you lose 1 pound per point spent.

When you reach 3rd level in this class, you gain some mastery of the fattening energies that infuse you. As an action, you can gain a number of sorcery points up to your Charisma modifier, losing 1d6 hit points and pounds of weight for each sorcery point you gain. Once you gain sorcery points in this way, you must finish a short or long rest before you may do so again.

Solid Body

At 1st Level, due to the lipomantic effects on your bloodline, your well-fed form is better at absorbing blows. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier. When you cast the mage armor spell on yourself, you may use your Constitution modifier instead of your Dexterity modifier to calculate your Armor Class. In addition, your body has adapted to handling your bulky burdens. You ignore the negative effects of your first Bulk threshold until you reach your second, you may add your Charisma score to your Bulk Limit Calculation. EX: Con + Str + Cha x 10

Adipose Metamagics

At 6th 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. You can use each of these options even if you have already used a different Metamagic option during the casting of the spell.

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 use 1 sorcery point to convert its damage type into fattening. You may cause any creature affected by Fattening Flux on this spell to also double in weight until the beginning of your next turn. When you reach 12th level in this class, any spell that you use a metamagic on will treat Fattening damage immunities as resistances, and resistances as regular.

Adiposean Bulwark

Starting at 14th level, you have advantage on saving throws against spells and other magical effects and when you take Fattening damage from a spell, you can use your reaction to gain resistance to Fattening, until the end of your next turn, and empower your next spell that causes a target to gain Bulk, allowing you to use your Fattening flux without forgoing damage on the spell.

Lipomantic Wellspring

At 18th level, your body has become inured to the relentless font of lipomantic energy within you. Your Bulk Limit doubles again.

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 3 sorcery points, regain 2d8 hit points, and gain twice the number of pounds of fat. If you become unconscious, the effect ends. Once you use this feature, you cannot use it again until you have completed a long rest.

 

 

Origin: Fey-Heart Feeder

By echo_tine

Your innate magic evinces the capricious nature of wanton fey mingling with your own. This gift may be an inheritance from a particularly sybaritic fey ancestor; or perhaps a force of chaos and indulgence chose you to be a wellspring of hedonism on a whim. Regardless of the source of your power, you find an affinity for magics that inspire gluttony and excess in those around you, sometimes without them ever becoming aware of your influence.

Capricious Casting

True to your chaotic nature, your spellcasting is prone to your whim and that of fate. Starting at 1st level, when you finish a long rest, roll on the Feeder Fey Spells table below, taking the result from the spells in the column you rolled, as long as that spell is of a level you have spell slots for. You cannot choose a spell you already know. If you already know all the spells that are available to you within a column, roll on the table again. Until the end of your next long rest, you know that spell. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Feeder Fey Spells (roll 1d3)
Spell Level 1 2 3
1st Tango’s Tincture Fattening Jest Resize
2nd - Narce’s Fatness Arrow Immobilize Person
3rd Healing Salve Overabundance Hypnotic Hunger
4th Create Fattening Food and Drink Fatball Nature’s Bounty
5th Amazonian Figure Blueberrify Immobilize Monster

Trickster’s Stealth

At 1st level, you gain proficiency in Stealth. Additionally, you can Hide as a bonus action.

When you reach 3rd level in this class, you gain the Subtle Spell metamagic option. This does not count against the number of metamagic options you can have. When you cast any spell that does Stuffing damage, compels a creature to eat, or is from the Feeder Fey Spells table, you may use the Subtle Spell metamagic without expending a sorcery point, and it doesn’t count against the number of Metamagic options you can use on that spell.

Hungry for More

Starting at 1st level, when a creature is hit by one of your spell attacks that deals stuffing damage or fails a saving throw against one of your spells which compels it to eat, you may force it to make a Wisdom saving throw. On a failed save, it gains disadvantage on saving throws and ability checks to resist being force-fed, compelled to eat, and Attack rolls made to force-feed the creature are made with advantage until the end of your next turn. After you use this ability once, you must spend 1 sorcery point to use it each additional time you use it before finishing a long rest.

Virulent Voracity

Starting at 6th level, as an action, you can spend 3 sorcery points to infect a creature you can see within 120 feet with mindless hunger. The creature must make a Wisdom saving throw against your spellcasting DC. On a failed save, the creature becomes charmed by you for 1 minute. While charmed in this way, the creature is Ravenous and must spend its action, bonus action, and movement to seek out and devour the nearest food on each of its turns, and it cannot take reactions. The creature doesn’t move into obviously dangerous ground.

Fey Resistance

Starting at 14th level, you have advantage on saving throws against spells and other magical effects.

 

 

Form of the Feeder Fey

Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to adopt the form of a fey wellspring of excess. While in this form, you gain the following benefits:

  • You gain a flying speed of 30 feet.
  • You are affected by the Reduce effect of the Enlarge Reduce spell, reducing your size to Tiny instead of the normal decrease.
  • You can cast mealstrom and abyssal stomach at their lowest levels without expending a spell slot or requiring material components.
  • As an action, you can turn invisible until your concentration ends (as if concentrating on a spell), with any equipment you are wearing or carrying turning invisible as long as it is on your person.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Also starting at 18th level, you can use an action to touch a creature and weaken their will. If the creature fails a Wisdom saving throw against your spellcasting DC, it must eat any food offered to it. For 1 minute, any spell attacks 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 is immune to stuffing damage and they are charmed as if by your Virulent Voracity feature.

 

 

Voidborn

by Storymaker (revision by Team Adipea)

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 nigh inexhaustible. You gain proficiency in the (Constitution) Eating skill, and if you already had proficiency, you gain expertise in it, and at the end of each long rest, make a Constitution save with disadvantage against your spellcasting DC. On a failure, you lose a number of pounds of fat equal to two times your sorcerer level.

At 3rd level, you learn the Abyssal Stomach spell and can cast it on yourself without using a spell slot a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

All-Consuming

Starting at 1st level, the void within can devour any matter that passes your lips. You have a pool of d8s that you spend to devour this matter. The number of dice in the pool equals your Charisma modifier (minimum of 1 die). As an action, you can spend any number of these dice and expose the void within, attempting to consume creatures and objects within a 15 foot cone originating from you. Each creature within the affected area must succeed on a Dexterity saving throw against your Spell Save DC or take force damage equal to the result of rolling the dice you spend, or half as much damage on a success. This effect damages objects in the area. You consume any objects destroyed or creatures reduced to 0 hit points by this damage, they count as fatty food, and any creatures are counted as 2/10ths their weight. You gain 2d6 diet points per dice rolled as the consumed entities are stretched, compressed, and warped by your magic into food. Your pool regains all expended dice when you finish a short rest. Starting when you reach your 2nd level in this class, you may spend sorcery points to use this ability, even if you have no dice left in the pool. Each sorcery point you spend increases the effective number of dice spent by 1. When you reach your 6th level in this class, your pool of dice doubles, equaling your Charisma modifier * 2. When you reach 12th level, your dice’s damage increases to d10, but if you have less pounds of food in your stomach than your pool’s maximum amount you gain disadvantage to wisdom checks and saving throws. When you reach 18th level, your dice pool increases further, becoming triple your Charisma Modifier.

Empowered Entropy

Starting at 6th level, when you roll damage for All-Consuming, you can spend 1 sorcery point to reroll any number of the dice. You must use the new rolls. In addition when you use your All-Consuming ability you may consume one creature of up to two sizes larger than you as if Swallowing them except they do not get an initial check to avoid, they are only swallowed when they fail their saving throw. If you Swallow a creature in this way, you regain 2 dice in your pool for All-Consuming, and if they have failed the Dexterity save by 7 or more, they are stunned for one round. In addition you may use your Charisma modifier instead of your Constitution Modifier for Eating checks and can cast spells on creatures you have Swallowed using the All-Consuming ability.

Pull of the Void

Starting at 14th level, when you cast a spell, you may expend 1 sorcery point to pull creatures toward the source of the effect. If the spell targets a creature, it is pulled toward you. If the spell has an Area of Effect, an affected creature is pulled toward the point of origin of the area, and the size of the area of effect is extended. The amount a creature is pulled and increase of the area of effect are both 15 feet per sorcery point spent. The range of All-Consuming increases to 30 ft, creatures within 15 feet when you activate the feature have disadvantage on the saving throw, and take an additional d2 of damage for each dice rolled.

 

 

One with the Void

At 18th level, you become capable of briefly embodying your all-consuming heritage. As an action, you spend 8 sorcery points and transform into a dark silhouette of yourself from which not even light can escape. For 1 minute you exude an aura with a radius of 60 feet extends through cover. This aura has the following effects.

  • Areas of bright light become dimly lit, and areas of dim light become darkness that only you may see through.
  • A creature which starts its turn in the aura or enters it for the first time on a turn must make a Strength saving throw. On a failed save, it takes force damage equal to your sorcerer level and falls prone, and you can pull them 10 feet toward you. On a successful save, it takes half the damage and doesn’t fall prone.
  • When you activate this effect, and as an action on each of your subsequent turns while the effect persists, you may use All-Consuming without expending any dice, treating it as if you had spent 10 dice. When used this way, the cone can originate from any point in your aura.

When you activate this effect, you may exclude any number of creatures of your choice from all of its effects, including damage dealt through All Consuming.

Once you use this feature, you must finish a long rest before you can do so again.

 

 

Zephyrtouched

By Ranzer and Echo_tine

For these sorcerers, the concept of their ‘bloodline’ is a bit misleading. Sometimes, instead of blood, a sorcerer gains a kind of spark within them, and in this case this spark comes from an air elemental. While some sorcerers gain the powers of the storm or of the air, some end up going down a different path. The mixture of Adipea’s wild magic and the raw energy of the air elemental can combine to mold these sorcerers into gaining a new form of aeromancy that swells their bodies like balloons. However, despite their comical appearances, these sorcerers are no less fearsome in their own ways, able to channel air into their spells and bodies, controlling its power to an extreme degree.

Zephyrtouched Spells

You learn additional spells when you reach certain levels in this class, as shown on the Zephyrtouched Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Zephyrtouched Spells
Sorcerer Level Spells
1st Ethereal Bellows, Fog Cloud
3rd Updraft, Gust of Wind
5th Windy Translocation, Wind Wall
7th Bellowing Wind , Commanding Squall
9th Blocking Bloat, Control Winds

Ringing Blast

At 1st level, you can unleash a blast of raw elemental air in a concussive blast around your body, pushing foes away from you, rapidly drawing air into and around you and quickly expelling it. As a reaction, when a creature moves within 5 feet of you, you may force it to make a Strength save versus your spell save DC, or be pushed in a straight line up to 10 feet away from you, whereupon its speed becomes 0 until the start of its next turn. You must finish a short or long rest before utilizing this ability again. In addition, starting at 2nd level, you may expend a number of sorcery points to use this ability. If you do so this way, a creature takes 1d8 thunder damage per sorcery point you spend if it fails its strength save, or half on a success, and inflating for 10x the damage they took.

Aeromancy Conduit

At 1st level, your body becomes a natural housing and conduit for the air that fuels you and your powers. When you finish a short or long rest, you may fill your body with any amount of air up to IT 2. Whenever you cast a spell of 1st that targets one creature, you may use your bonus action to force that creature to make a constitution saving throw vs your spellcasting DC on a hit. If the target fails, you may either transfer your current IT into them, or deal extra damage equal to your sorcerer level x the IT you were just at, as you deflate back to IT 0 after its use. As a bonus action, you may spend sorcery points to use this feature, allowing you to inflate an amount of thresholds equal to how many you spend, and how many Aeromancy Conduit allows.

Pure Reservoir

At level 6 your connection to the purity of the air deepens, filtering out impurities that affect your body. You gain resistance to poison and acid damage, and use of Aeromancy Conduit to inflate a creature will inflate them double for however many IT levels you deflate yourself, so if you go from IT level 2 to IT level 1, the creature expands from IT level 0 to IT level 2. In addition, your Aeromancy Conduit growth can now fill your body up to IT 3, ignoring the negative effects at or below this level. However if you take inflation damage from an enemy, you are no longer able to ignore the negative effects until the end of your next turn.

Lifting winds

At 14th level, the air around you adjusts to give your allies a fragment of your aeromantic abilities, allowing them to move with the grace of the wind. When your ally begins their turn within 30 feet of you, their speed increases by 10 ft until the beginning of their next turn. Your movement speed also increases by 10 ft. Your Aeromancy Conduit growth after a short or long rest also increases to up to IT level 4, once more ignoring the negative effects until you fail an inflation check caused by an enemy. However if you take inflation damage from an enemy, you are no longer able to ignore the negative effects until the end of your next turn.

Gift of Flight

At 18th level, the buoyancy of the air within you allows you the power of flight. You gain a flying speed of 10 feet times your current IT * 2 (Minimum 20). However, reaching IT level 4 drops this back down to 20 feet, and at IT level 5 your speed becomes 10 feet. These speeds cannot be reduced. In addition, you are able to cast spells while paralyzed by being at IT level 5, whenever your Aeromancy Conduit ability to balloon a creature after it is hit with one of your spells, you may also spend 2 sorcery points as a bonus action to cause them to float helplessly off of the ground as if they have had the Levitate spell cast on them, regardless of weight, for a number of rounds equal to twice their current IT (minimum 1) Finally, as a bonus action on your turn, you may grow or shrink yourself as many IT as you wish to.

 

 

Warlock

Patron: Spirit of Indulgence

by Storymaker (revised by Team Adipea)

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 Spirit of Indulgence 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.

Spirit of Indulgence Expanded Spells
Spell Level Spells
1st Goodberry, Fattening Jest
2nd 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 the thing the creature desires most 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 1st level, you can conjure a piece of enchanted food or drink as an action. Food enchanted this way disappears within 24 hours of creating it. You may also enchant a piece of food you have conjured magically, such as through the mealstrom spell, immediately when you create it. A creature that eats a piece of food enchanted in this way must make a Wisdom saving throw with Disadvantage or be charmed by you for 24 hours. The charm ends early when you finish a long rest or if you or your allies do anything harmful to it.

As an action while a creature is charmed by you in this way, choose one of the following effects:

  • You grant it a bonus or penalty to its attack rolls and ability checks equal to half your Charisma modifier (rounded down, minimum of 1).
  • You grant it a bonus or penalty to its AC and saving throws equal to half your Charisma modifier (rounded down, minimum of 1).
  • You end the charm early. Inflicting a penalty through this action does not cause the charm to end early. The effect persists until the charm ends or until you choose a different effect through this action.

Once you enchant a piece of food with this feature, you cannot do so again until you finish a long rest.

Mutual Satisfaction

Starting at 6th level, your Patron allows you to share the positive effects of your ministrations on others. Whenever you cast a spell that only targets a creature charmed by your Charmed Offering or feed them a consumable magic item, you can choose to also be affected by that spell or item. You can also make any spell you cast that targets only you also target a creature charmed by your Charmed Offering.

Additionally, a target charmed 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. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the charm.

The Hand That Feeds

Starting at 10th level, you have advantage on saving throws while the creature charmed by your Charmed Offering is within 20 feet of you.

Additionally, when a creature that has consumed your Charmed Offering in the past 24 hours targets you directly with an attack or harmful spell, that creature must make a Wisdom saving throw. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours.

Finally, you may enchant an additional piece of food with Charmed Offering, for a total of two between long rests.

 

 

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 Wisdom saving throw against your Spell DC or be racked with crippling hunger. On a failed save, they have suffer from the effects of being Peckish and 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. A creature that is Stuffed has advantage on this saving throw, while a creature that is Peckish has disadvantage on this saving throw. Once a creature has successfully saved against this feature, they are immune to its effects for 24 hours.

The Caretaker Patron

By MammaryMaenad (with Revisions by AnoobinDisguise)

Your patron is… err… unique. While they may be a towering pit fiend or a ferocious dragon or maybe even a powerful cloud giant, they took an odd approach to the whole pact thing. Something that sets them apart from other patrons is their full figure, and their tendency to spoil and dote on you.

Expanded Spell List

The Caretaker 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.

Caretaker Expanded Spells
Spell level Spell
1st Resize, Heroism
2nd Calm Emotions, Weighing Ward
3rd Beacon of Hope, Heavy Transport
4th Create Fattening Food and Drink, Aura of Purity
5th Commune, Portly Portent

Filling Offering

At 1st level when you choose this patron, you can request snacks from your patron. As an action, you may manifest a food item created by your patron and eat it. You regain a Pact Magic slot and gain 3 diet points when you do so. When you use this ability, you cannot use it again until you finish a short or long rest.

Second Helping

At 6th level, whenever you take a short rest, you may choose to double the result of any hit die you roll after adding your Constitution modifier to that roll. You gain 1 diet point per die you double this way as your patron provides you with a lavish meal.

Extraplanar Encouragement

Beginning at 10th level, your patron rewards your successes in battles with more morsels of her conjuration. Once per turn when you hit a hostile creature with an attack or a hostile creature fails a saving throw against one of your Warlock spells you gain an additional diet point and roll a 1d6. You gain temporary hit points or regain hit points (your choice) equal to the result of the roll.

Positive Role Model

Starting at 14th level, you begin to embody your patron more physically, growing 2 feet taller and up to 100 pounds heavier. This affects your base weight and not your bulk. In addition, you learn some of the feeding ability of your patron. As a reaction you may use your Extraplanar Encouragement ability whenever an allied creature you can see meets its conditions, affecting that ally instead of you. Its die is also a d8 instead of a d6, for both you and your allies. Finally, your Second Helping ability extends to all allied creatures who take a short rest with you. Those allies may choose to double any of their own hit dice, gaining diet points for doing so as usual.

 

 

Patron: The Great Hungerer

By Team Adipea

You have encountered something in your travels. A curse? An affliction? No this is something else altogether. It has made you stronger, tougher, more in tune with the arcane - but you cannot help but crave. An ancient, unfathomable hunger wells up in you, just below the surface of your thoughts, waiting to taste of the world and everything within.

Expanded Spell list

The following spells are added to the Warlock spell list for you.

Great Hungerer Expanded Spells
Spell Level Spells
1st Absorb Elements, Purify Food and Drink
2nd Alter Self, Stretch Stomach
3rd Redirect Repast, Siphoning Smite
4th Softskin, Stoneskin
5th Amazonian Figure, Rampant Vitality

Tireless Hunger

At 1st level, your patron has infected you with its ravenous appetite and granted you the means to feed it. Your bite attacks become a natural weapon that deals 1d6 piercing damage, you can choose to use Charisma instead of Strength for the attacks and damage rolls of unarmed strikes made with this weapon.

If you later gain the Pact of the Flesh feature your maw counts as one of that boon’s natural weapons from that feature can use your Charisma modifier for attack and damage rolls. You must use the same modifier for both rolls.

When you deal damage with this bite, you consume pounds of food equal to the damage dealt. Your target loses weight equal to the amount of food you eat.

Eldritch Vitality

Also at 1st level, you gain Proficiency in the Constitution (Eating) skill. You gain a number of temporary Hit Points equal to half your Charisma modifier (rounded down) at the end of each of your turns. This number increases to your full Charisma modifier when you reach 6th level in this class.

Ravenous Strikes

Beginning at 6th level, when you gain temporary hit points at the end of your turn from the Eldritch Vitality feature, the number of temporary hit points you gain is equal to your full Charisma modifier, or you can instead gain temporary hit points equal to half the total damage you have dealt with attacks made using your bite attack over the course of your turn( for a maximum of 15 THP).

Eternal Hunger

Starting at 10th level, you add your Charisma modifier to your stomach capacity and Eating (Constitution) checks you make, and you have resistance to stuffing damage.

Additionally, you emanate an aura of hunger in a 10-foot radius. When a creature starts its turn in the aura or moves there for the first time on a turn, you may use your reaction to cause the creature to take necrotic damage equal to your Charisma modifier. You consume pounds of food and regain hit points equal to the damage dealt. Also, the maximum amount of THP you can recieve from Ravenous Strikes increases to 20.

The Shape of Hunger

Starting at 14th level, you may use an action to transform into the Shape of Hunger. You immediately digest all food in your stomach, gaining two pounds of weight for each pound of food you digest in this way and regaining a number of Hit Points equal to your warlock level + your Charisma modifier. The Shape of Hunger lasts 1 minute, and while transformed you receive the following benefits:

  • Your size increases by one category, doubling in all dimensions and multiplying your weight by eight. If there isn’t enough room to double your size, you attain the maximum possible size in the space available.
  • You have advantage on Strength checks and Strength saving throws.
  • Your unarmed strikes deal an additional 1d4 damage.
  • The radius of your Eternal Hunger becomes 30 feet.
  • When you hit an enemy in range of your Eternal Hunger with an unarmed strike, you regain hit points equal to the damage dealt and digest all the food in your stomach. You gain two pounds of weight for each pound of food digested this way.

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

Finally, The maximum THP you can recieve from Ravenous Strikes increases to 25.

 

 

Pact of the Flesh

By Storymaker

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, you are infused with the otherworldly weapons and durability of your patron.

You gain a +1 bonus to AC at all times. You also gain claws, hooves, horns or any other natural melee weapon of your choosing which deals 1d6 bludgeoning or slashing damage (your choice). You can use your Dexterity ability score instead of Strength when rolling for attack and damage rolls with your natural weapon. You must use the same ability score for both rolls.

Additionally, attacks with your natural weapon are considered magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks.

Eldritch Invocations

Fattening Blast

Prerequisite: eldritch blast cantrip (may not be taken alongside Agonizing blast)

When you hit a creature with eldritch blast, you can change the type of damage the spell deals to fattening damage. You also add your Charisma modifier to the damage it deals on a hit.

Inflating Blast

Prerequisite: eldritch blast cantrip (may not be taken alongside Agonizing blast)

When you hit a creature with eldritch blast, you can change the type of damage the spell deals to inflating damage. You also add your Charisma modifier to the damage it deals on a hit.

Stuffing Blast

Prerequisite: eldritch blast cantrip (may not be taken alongside Agonizing blast)

When you hit a creature with eldritch blast, you can change the type of damage the spell deals to stuffing damage. You also add your Charisma modifier to the damage it deals on a hit.

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.

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.

Additionally, you learn the Appeal cantrip if you do not know it already.

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 attack action on your turn with a natural weapon, you can use your bonus action to make two more natural weapon 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.

Eldritch Conviction

Your hit point maximum increases by an amount equal to your warlock level and increases by 1 each time you gain a level in this class. If you lose this invocation, you lose any bonuses to your hit point maximum you received from this invocation.

Malleable Measure

Prerequisite: 5th level

You can cast Enlarge/Reduce once without expending a spell slot. You regain the ability to do so when you finish a short or long rest.

Blessing of the Well-Fed

Prerequisite: 9th level, Pact of the Flesh

Another creature of your choice that can touch you can use its action to feed you a piece of food. It gains a bonus of +1 to its AC, and the AC bonus that you receive from your pact boon increases to +2. You must both be willing. These benefits last for 1 hour.

After you use this ability, you can’t use it again until you finish a short or long rest.

Eldritch Reach

Prerequisite: Pact of the Flesh feature

When you make a melee attack, or cast a spell with a range of Touch, your reach for it is 5 feet greater than normal.

Gluttony’s Reward

Prerequisite: Pact of the Flesh feature, 7th level

Your patron’s might flows through your body, granting you the following benefits:

• While you are not Peckish, your hit point maximum increases by 5 and your unarmed strikes have a bonus of +1 to their attack and damage rolls. You lose these bonuses if you are Peckish.

• Before you make an attack with an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Eldritch Build

Prerequisites: None

Your bulk limit doubles. Does not stack with other effects that double your bulk limit.

Weightless Wrath

Prerequisite: None When you deal Inflating Damage to a creature, or cause them to gain Excess Pressure you may force them to make a Constitution Saving Throw against your Spell Save DC + their IT, and on a failure, they float 15 ft above the ground as if they were affected by the Levitate spell until the end of the caster’s next turn, this does not require concentration, and ignores the spell’s weight limit. This feature has an amount of uses equal to your proficiency bonus, which recharge after finishing a short or long rest.

Occult Outfitter

Prerequisite: 7th level You can cast Resize at will, as if it were at 5th level, without expending material components or a spell slot. You may also make further alterations to the clothes, From aesthetic additions such as adding emblems, patterns, pockets, to altering their dimensions to do far more than fit a person. You may increase the size of an outfit you’re wearing to a maximum of 10 times the size, or shrink it instead.

 

 

Wizard

Tradition: Bloatmage

By Team Adipea

Most mages spend their time studying a more stable and reliable form of magic with a set of checks and balances. The others care not for any specialization, but raw power – and they will do anything for the means to increase their capacity for it. By magically overriding their bodies’ fail-safes and siphoning magical energy from spells and the world around them, bloatmages are able to greatly increase their magical abilities, but at the cost of mobility and maintaining a bloated exterior.

Inflation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved if the spell causes inflation.

Overflow

Beginning when you select this school at 2nd level, you gain a pool of overflow points, representing an overload in your body’s systems with excess resources to extend your arcane abilities beyond their normal level. When you finish a short or long rest, you gain up to a number of IP equal to your wizard level.

Once per turn when you deal damage to a creature or object with a wizard spell, you can lose IP up to your wizard level to deal one extra point of magical bludgeoning damage to that target per overflow point spent. In addition, if the spell causes a creature to gain IP, you may add your Intelligence modifier (minimum of +1) to the roll of IP gain. This bonus applies to one roll of a spell, not multiple rolls.

Spell Siphon

Beginning at 6th level, when you or a creature you can see within 60 feet of you cast a spell that uses a spell slot, you can spend a reaction to gain 2 IP as you take a strand of the magic to use for later, adding to your form.

Bloated Bulwark

Starting at 10th level, you have learned how to use your bloated form to better absorb attacks with your body. When you finish a short or long rest, you gain temporary HP equal to your wizard level.

Turboflow

Starting at 14th level, you have mastered the art of using overflow to empower spells, allowing for truly frightening displays of power. When you cast a spell of using a 5th level spell slot or lower that deals damage or causes IP gain and is not a cantrip, you can spend 10 IP to deal maximum damage or IP gain with that spell. You can spend additional overflow points to enhance the spell’s damage and inflation as normal. Each time you use this feature, your minimum IB increases by 1, starting with an increase to IB 1 with the first use. This increase lasts until you finish a long rest.

 

 

Tradition: Lipomancy

By Storymaker (Revised by Team Adipea)

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 Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved if the spell deals fattening damage or affects a creature’s bulk.

Bloating Blasts

Starting at 2nd level, when you cast a spell deals fattening damage, you may add your Intelligence modifier (minimum of +1) to the roll of fattening damage. This bonus applies to one damage roll of a spell, not multiple rolls.

Lipomancy Transfer

Starting at 6th 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. As an Action, you can choose to Burn or Build Mass.

Burn. Regain a number of spell slot levels up to your Intelligence modifier. You take the combined regained level of the spell slot(s) times (1d6+your Intelligence modifier) points of necrotic damage and lose an equivalent amount of mass. This damage ignores temporary Hit Points.

Build. Sacrifice a number of spell slot levels up to your Intelligence modifier. You regain the combined sacrificed level of the spell slot(s) times (1d6+your Intelligence modifier) in hit points and gain an equivalent amount of fat. After you use this feature, you can’t use it again until you finish a short or long rest.

Fatty Fortitude

Starting at 10th level, as a reaction to taking damage, you may reduce the damage you take by up to your Wizard level. You gain 10 pounds for each point of damage you reduce in this way.

Additionally, as an action, you may convert pounds of weight up to your Wizard level into hit points. You regain 1 hit point for each pound of weight you lose this way. Once you convert weight into hit points this way, you must finish a short or long rest before you can do so again.

Fat Mastery

By natural levitation, augmentation of weight, or sheer stubbornness, at 14th level you have mastered your weight to the point that it does not hinder your ability to cast your Wizard spells. The incapacitation from being paralyzed by your bulk does not prevent you from taking actions to cast Wizard spells you have prepared.

Additionally, you always have the Fat Transference spell prepared as a wizard spell, and it does not count against the number of spells you may have prepared at a time. You may cast it at its lowest level without spellcasting components and without expending a spell slot, and when cast this way, the target need not be willing. An unwilling creature must succeed on a Wisdom saving throw or be affected by the spell.

Finally, when you cast a wizard spell of 5th level or lower that deals fattening damage and isn’t a cantrip, you can deal maximum damage with that spell. Once you maximize a roll this way, you must finish a long rest before you do so again.

 

 

Items and Adventuring Gear

Expansion Equipment

Bulkshaper Armor

A rather esoteric-looking set of harnesses, chainmail, thin plate, and leather padding, bulkshaper armor is designed to be easily adjustable even in the heat of battles where one’s weight might double in the blink of an eye while also providing ample protection that increases as its wearer’s natural padding builds up.

Bulkshaper armor is specially tailored not only for its wearer’s current dimensions but for their future growth as well. The extreme skill involved with its production begets its considerable price even when its materials might, in total, weigh and cost less than those used in a normal suit of mail.

A bulkshaper suit is Heavy armor that weighs 40 pounds and costs 1000 gp. The armor reduces its wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than 11. The wearer has disadvantage on Dexterity (Stealth) checks. A bulkshaper suit provides an AC of 15 + its wearer’s current BT. For example, at BT 2, the suit provides a total of 17 AC.

FatSabers

Advanced Studying of Lipomancy and other related fat magics has led to a breakthrough. The Fatsaber is a weapon harnessing the lipomantic potential from a crystal found near places with strong connections to fat magic. These work by creating a beam of fattening energy that can strike a target to waistline devestating effect. The invention has been refined into a multitude of versions with various beam sizes, qualities and effects.

Puff Armaments

By MammaryMaenad

Weapons shaped with the use of a magically dense fungus’s volatile reaction to physical stimuli. The spores emitted by these cause an immediate and inflating reaction. The flavor of such fungus and spores is nutty and robust with hints of something like ginger and cinnamon. The Puff Pistol is a special form of firearm that uses a chemical reaction between the firing pin and the fungus that reacts by producing a pocket of air and rapidly expelling spores, causing a projectile to shoot out of the barrel surrounded by a cloud of thick mist.

Expansive Martial Weapons

Weapon Cost Damage Weight Properties
FatSaber Grande 300gp 2d6 Fattening 6lb Heavy, Two-Handed
FatSaber 250gp 1d8 Fattening 3lb Versatile(1d10)
FatSaber Slim 200gp 1d6 Fattening 2lb Finesse, Light
Puff Lance 300gp 1d10 Inflating 6lb. Reach, Heavy, Two-Handed

Expansive Simple Weapons

Weapon Cost Damage Weight Properties
FatSaber Nano 100gp 1d4 Fattening 1lb. Finesse, light, thrown (range 20/60)
Puff Staff 225gp 1d8 Inflating 6lb. Two-Handed
Puff Pistol 250gp 1d6 Inflating 2lb. Ammunition, Ranged (20/120), Loading, Light

 

 

Customization Options

Feats

Elastic

Due to your especially flexible and stretchy body, you can perform feats of contortion that a normal person cannot. You gain the following benefits:

  • Your Dexterity increases by 1, to a maximum of 20.
  • Your Inflation Threshold Maximum doubles
  • You have advantage on Dexterity (Acrobatics) checks and saves made to escape nonmagical bindings or restraints, such as another creature’s grapple or ropes.
  • You can squeeze into a space two sizes smaller than you instead of only one.

Glutton

By Storymaker

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 take the Use an Object action to eat as a bonus action.
  • You can consume a piece of magical food or drink using a bonus action instead of the normal action.

Healing Bounty

By Team Adipea

Your natural production carries remarkable restorative properties, granting you the following benefits.

  • You gain the Bountiful quirk (described in the next section) if you do not have it already.
  • Over the course of 1 hour, which may be part of a short or long rest, you can transfer any amount of the product you have stored from the Bountiful quirk into one or several containers. This product stays fresh for 24 hours.
  • A creature that consumes at least one pound of your fresh product, either from a container or directly from you, regains hit points equal to your level + your Constitution modifier. A creature must use its action to feed itself or another creature your product. A creature can’t regain hit points from this feat again until it has finished a long rest.

Thicknesse

By Glaive

Though extreme obesity may slow you down, it doesn’t hinder you with many other things that affect your peers. You have better control over your body, from your thunder thighs to your sausage fingers. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Being Burdened or Hampered by your bulk does not impose disadvantage on your Dexterity checks and saves.

Beefy

By Wolfen

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • Double your bulk limits, stomach capacity, as well as the weight you can push, drag and lift.*

*This does not provide the additional proficiency * 50 to bulk stated Here

Voracious Maw

Prerequisite: 13 strength, 13 constitution

  • You gain a bite attack, 1d6+Strength and you are considered proficient in it.

  • You can swallow a creature one size or more smaller than you (ex: Large > Medium, Medium > Small) after a successful bite attack, the target must make a Dex saving throw against your Swallow DC. On failure they are subjected to the swallowed condition.

  • You can attempt to swallow a creature of the same size as you with your bites, however they roll the save with advantage.

  • You gain proficiency in the Eating skill.

(Swallow DC: 8 + Eating Skill[Constitution])

If you already have a bite attack, your bite attack’s damage die increases by 1 instead (ex: if it was 1d8 it becomes 1d10)

 

 

Masterclass Metabolism

Prerequisite: The ability to Swallow a medium or larger creature

  • When you Swallow a creature, the Acid damage they take increases to 2d6 + Con Modifier + Proficiency Bonus.
  • Your Stuffing Thresholds increase by 10 pounds.
  • You digest twice the Diet Points in an hour.
  • When a Creature dies in your stomach, you gain half of their weight in diet points.

Heavy Hauler

Prerequisite: The ability to Swallow a medium or larger creature -You do not lose speed when you have a creature in your stomach of equal or smaller size to you. If the creature is 2 sizes larger than you, your speed is reduced by a third, and if it is three or more sizes larger, your speed is halved. -You are no longer negatively affected by being full or stuffed -Your Stuffing Thresholds increase by 20 pounds.

Fat Flaunter:

You’ve learned how to make the most of each and every edge of excess on your body, making every inch of squish seem anything but unsightly, especially in a conversation.

  • Increase your Charisma Score by 1, up to a maximum of 20.
  • While at or above your second Bulk Threshold, you can add a bonus equal to your proficiency bonus to any Charisma-based skill check.

Clever Chowing:

There are many who simply devour their food in Adipea, but you know how to EAT. Prim and properly, with the systems behind it, and you apply that knowledge.

  • Increase your Intelligence Score by 1, up to a maximum of 20.
  • When you make an Eating check, you can add your Intelligence modifier to the result.
  • As a reaction, when you or another creature you can see within 5 ft of you takes stuffing damage, they can make an eating check, reducing the damage by the result, and eating twice the result in pounds of food. You can use this reaction a number of times equal to your proficiency bonus per day, per long rest.

Appetite Aid:

You have become an absolute master of soothing a sore or stuffed stomach. Your therapeutic touch is likely more effective than some remedies!

  • As a bonus action, you may touch a creature and give it a quick, effective, stomach soothing rubbing session. The creature digests pounds of food equal to four times your proficiency bonus and gains an equal amount of Temporary Hit points.
  • During a short rest, you may rest with a creature for 10 minutes or an hour, giving their stomach a heavenly mass massage. After ten minutes, the creature digests pounds of food up to thirty times your proficiency bonus or double if you spent the entire rest with them. You can use this feature a number of times equal to your proficiency bonus per long rest.

Breezy Bestowal:

You’ve learned how to move and expel the liquid and air in your body with ease. You gain the following benefits:

  • Up to five times per long rest, as a bonus action, if you have excess pressure, you may expel 1d20 as a bonus action.
  • Additionally, while touching a creature, you may use your action to transfer 8d20 excess pressure from yourself to them per turn. (if they are unwilling, you must make an unarmed attack, or a grapple check. If they are already grappled, they automatically are affected) Your action isn’t used on subsequent turns, but you must use your bonus action to stop, and you cannot speak or perform Somatic Components while you are blowing into a creature. You may use this feature an amount of times per day equal to your proficiency bonus per long rest.

Innate Doting:

You’re an expert in getting people to have just that last bite, and your sheer presence radiates that feel to loosen up on the restraints.

-Increase your Charisma Score by 1, up to a maximum of 20.

  • Creatures within 15 ft of you gain a bonus of 1d4 to their Eating checks. -Whenever you deal stuffing damage to a creature, they eat an additional pound of food of the same quality.
  • You can use your Bonus Action instead of your action to Help a creature with a Food related check.
  • While you are at your Second Bulk Threshold or higher, other creatures within 15 ft of you additionally gain a bonus of +10 to their Stuffing Thresholds.

 

 

Strike of the Wind:

You’ve learned to channel the strength of the wind to enhance a blow with immense power.

Increase your Strength or Dexterity Score by 1, to a maximum of 20) -When you make a weapon attack, you move with the wind itself, granting you a bonus to your attack and damage rolls equal to your proficiency bonus + your IT. Afterwards, the backblast from your forceful flight causes you to gain 2d50 excess inflation. You can use this effect of the feature a number of times equal to your proficiency bonus, per short or long rest.

Adipean Magic Training:

When you take this feat, choose one of Inflating, Stuffing, or Fattening. All damage you Choose either Inflating, Stuffing, or Fattening damage. You gain the following benefits:

  • Whenever you deal your chosen damage type to a creature, that creature gains twice the corresponding expansion.
  • You learn one cantrip and two 1st-level spells of your choice. Both spells must deal your chosen damage type. Using this feat, you can cast the 1st-level spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Intelligence, Wisdom, or Charisma is your spellcasting ability for these cantrip when you cast them with this feat. (choose when you select this feat).

Settled Heft

Prerequisite: 12th level

Be it the myriad of spells that caused your body to blimp out, an endless appetite, or a potion gone wrong, some amount of weight on your body just… sticks. No matter how much you exercise or diet, the spare tire never shrinks, you’ve adapted- somewhat, to these changes.

  • You gain a resistance to Fattening damage, but this does not reduce the Bulk gained.
  • Your Bulk Thresholds increase by 400 and Your Stuffing Thresholds increase by 10. (After any doubling)
  • You are counted as one size larger for fitting into and through objects, along with being Grappled, Smothered, or Swallowed.
  • You permanently gain 100 pounds of Excess Bulk upon taking this feat.
  • Half of the Excess Bulk you gain is made unable to be lost until a week after it was gained.

Muscle Memory:

Prerequisite: The ability to gain Bulk

You’ve trained one of your talents to its peak, honed it so greatly that even the smallest, jiggly distraction that comes about causes everything to crumble. Choose an ability score. You gain the following benefits.

  • Increase the chosen score by 1, up to a maximum of 20.

  • Your Bulk Thresholds are Halved, as it takes less weight to throw you off your game. While your Bulk Threshold is 0, you gain these benefits:

  • Your movement speed increases by 10 ft

  • You gain a +2 bonus to Saving throws, checks, attack/damage rolls, or Spell Save DC calculations using the chosen ability.

  • You gain expertise in a skill, which you already have proficiency in, that uses the chosen ability.

If your Bulk Threshold is 1, you lose the above benefits. If your Bulk Threshold is 2 or higher, you incur the following penalties.

  • Your movement speed decreases by 15 ft
  • You gain a -3 to attack rolls made with the chosen ability.
  • You gain disadvantage on skill checks made with the chosen ability.
  • You gain disadvantage on saving throws related to the chosen ability, along with a penalty equal to half your proficiency bonus.

 

 

Voluptuous Vice

The slice of a steel blade, the pierce of a longspear are threatening, but as lipomancy’s influence has grown, some have found ways to use heft just as lethally. Methods like clamping thighs as deadly as tree-trunks around a head, or entrapping them with the grand folds of a belly mid stab.

Once per turn, when you make a melee attack roll against a creature within 5 ft, you can apply these effects to the attack:

  • Roll a d4. Take twice your current Bulk Threshold and subtract it from the number rolled, and add the result to your attack roll.

  • Add your Excess bulk/100 to your damage roll, for a maximum bonus of 10 (If the attack was Unarmed or from a Natural Weapon, then it becomes your Excess bulk/75, and the maximum bonus becomes 15).

  • If you have 800 or more Excess bulk, your opponent must make a Dexterity saving throw (DC 15 + BT), on a failure they become grappled and blinded. If your Excess bulk exceeds 1200, then they are also suffocated, become smothered instead of grappled, and you add an extra 1 damage for each Bulk Threshold you are underneath 5.

You may only use this feature three times per day, and must finish a short or long rest before using it further.

Fit Focus:

  • Increase your Dexterity Score by 1, to a maximum of 20.
  • When you Workout, you can lose an additional amount of Bulk equal to your proficiency bonus for each hour of Workout.
  • Your Movement speed increases by 5 ft.
  • When you make a check to fit through a space or avoid/escape a Grapple or Smother, you can use your reaction to gain a bonus of 1d6 to your roll.

Weighty

Pre-requisite: Beefy

You become more acclimated to higher weights and gain the following benefits

  • Increase your Constitution score by 1, to a maximum of 20.
  • The bonus from beefy becomes 2.5x your weight instead of 2x.
  • At BT1, you ignore effects relating to your BT that would reduce your speed
  • your sated stomach capacity increased by 10lbs.

Hefty

Pre-Requisite: Weighty

You become even better at carrying more weight

  • The bonus from beefy becomes 3.5x instead of 2.5x
  • When making a Smother Attack, you can instead make a Constitution (Athletics) check instead of a Strength (Athletics) check.
  • Your sated Stomach capacity increases by 20lbs

Flabby

Pre-Requisite: Hefty

You’ve become exceptional at carrying even more weight

  • Increase you Strength Score by 1, to a maximum of 20.
  • The bonus from Beefy becomes 5x instead of 3.5x
  • Your sated Stomach capacity increases by 30lbs

Massive

Pre-Requisite: Flabby

Your body so suffused with lipomatic energies treats weight as nigh a non-issue

  • The bonus from beefy becomes 7x instead of 5x.
  • While Smothering a creature, you cannot be forcefully moved if you are at BT2 or higher by physical or magical means
  • At BT2, you ignore effects relating to your BT that would reduce your speed

Humongous

Pre-Requisite: Massive

Your body is a temple. A massive bloated, and over grown temple, that allows fat to sprawl nigh endlessly without falter.

  • Increase your Constitution Score by 1, to a maximum of 20.
  • The bonus from beefy becomes 10x instead of 7x
  • Your sated Stomach capacity increases by 50lbs
  • You can now make a Smother attack as a bonus action

 

 

Extra Features

Natural Production

At the end of a long rest, before calculating your diet gains and losses, you can expend a number of diet points up to your Proficiency bonus + your Constitution modifier. You create a portion of edible product for every diet point expended in this way. This product is average quality food and spoils in a day when outside your body. You can’t gain diet points from consuming your own product, but otherwise receive all other benefits from this quirk. This amount is modified by your size modifier.

Product Capacity

A creature may hold a number of portions of product in their body Equal to twice the amount they produce after a long rest, called their product capacity. Whenever a creature goes over this limit, they are overfilled and suffer disadvantage on Concentration saves due to the physical distraction. If a creature is filled to twice their product capacity, they also suffer disadvantage on Wisdom skill checks due to clouded judgement. If a creature reaches three times their product capacity, they suffer the incapacitated condition for one turn and expel all product stored within until they are empty.

Your product capacity is also modified by your size modifier.

An overfilled creature can use it’s bonus action to expel a number of portions of product equal to their Eating skill modifier or roll an Eating skill check. An allied creature can also use their action to consume or drain the product in the same matter.

Effects which allow a creature to consume food/drink or potions as a bonus action also work for consuming from a producing creature.

Any product stored is counted against your Excess/bulk.

Bountiful

Some creatures or people’s nature for production is beyond normal means, be it magical enhancement, science, divine blessings or other such quirks of nature. A creature who has the lactation effect can eventually improve and become bountiful through means determined by the GM, part of specific sub class features, magical items, boons or curses.

A creature that is bountiful can produce up to twice the normal portions of product during a long rest but for half the amount if diet points normally burned: E.G. If a player chooses to produce 10 portions of milk, they will only burn 5 diet points instead of 10.

A creature that is bountiful also produces their constitution modifier in product during a short rest for no additional cost of diet points.

Finally, a bountiful creature becomes adjusted to the higher pressures and sensitivity involved with their milk capacity. They do not suffer from disadvantage on concentration checks due to being overfilled but can still suffer the downsides from being filled beyond two times and three times their capacity.

Optional Rule: Bulk and Lactation.

A heavier creature can affect the outcome of their product, sometimes making it far more filling or even having very minor healing properties at the cost of their mobility. As you exceed certain Bulk thresholds, this gift is improved in the following ways. If your bulk then falls below one of those thresholds, you lose the benefit you gained at the higher threshold.

Taxed. The quality of your product becomes Fatty.

Burdened. You may add your proficiency bonus when determining your milk capacity.

Hampered. You no longer suffer the negative effects of being overfilled by two times your milk capacity.

Impeded. Your product restores 1 hit point per portion consumed.

Immobilized. You may add your proficiency bonus twice when determining your milk capacity. This replaces the benefit from being Burdened.

Helpless. Your product restores a number of hit points equal to your Constitution modifier per portion consumed. This replaces the benefit from being Impeded.

note: Gelatinfolk are unable to take this quirk as they are already have a naturally produced substance.

 

 

Magic Items

This section contains listings of new Magical Items.

Clothes of Holding

Wondrous item, uncommon

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 visible 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.

Clothes of True 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 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.

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.

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.

Porkcine Periapt

Cursed Wonderous item, (uncommon, rare, very rare)

This periapt looks very similar to a Porcine Periapt and an identify spell will initially classify it as such, but the cute stylized pig looks chubbier in it’s depiction.

Putting it on curses you until you are targeted by the remove curse spell or similar magic. Removing the periapt fails to end the curse on you. While cursed, you gain (2d10/4d10/6d10) bulk points after long rest.

If the periapt is uncommon, your ears turn into pig ears, and you grow a pig tail.

If the periapt is rare, in addition the uncommon effect, you grow a cute pig snout, your skin turns pink, and you have disadvantage on saving throws made to resist eating food or drinking nourishing drinks, or effects that otherwise put food into your stomach (such as the Overabundance spell) are made with disadvantage.

If the periapt is very rare, in addition the uncommon and rare effects, your hands and feet become cloven hooves, giving you disadvantage on weapon attacks, Dexterity checks and saves, and you are unable to use somatic spell components.

 

 

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.

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.

Decadent Treat

magic food, common

a simple lipomancy enhanced food item, can be consumed to gain 1d4+1 temporary HP.

Belly Bauble

Wonderous item, rare, requires attunement by placing in navel

This item can come in many forms; rather it be a round, smooth stone, a gemstone, or spherical figurine. While attuned, it is impossible to take out the bauble. You have resistance to damage caused by ingested substances, such as poisoned food or drinks, or caused by overeating. You may add +5 to your Constitution (Eating) checks determining the additional pounds of food you may eat when overeating, and gain +5 to your maximum stomach capacity.

Belly Bloble

Cursed Wonderous item, rare, requires attunement by placing in navel

This item looks very similar to a Belly Bauble and an identify spell will initially classify it as such. Attuning curses you until you are targeted by the remove curse spell or similar magic. While cursed, it is impossible to take out the bauble or unattune from it. The bauble fills and keeps your stomach packed full with a nutrient rich material, causing you to be at your passive eating limit at all times with fatty food. Your stomach constantly groans, glorps and growls loudly, making it so creatures have advantage on Wisdom (Perception) checks to hear you, and you have disadvantage on spell concentration checks.

Courageous Chain-kini

Armor (chain mail), (uncommon, rare, very rare), requires attunement

A revealing chain-kini the offers little to the imagination, one might think that wearing this in combat is incredibly impractical. The magic imbued into this chain-kini however makes it more than stellar in combat, offering the armor class of normal chain mail + CHA modifier (max 2/4/full modifier) while worn. In addition, they do not have disadvantage on stealth checks.

Cursed Chain-kini

Cursed Armor (chain mail), (uncommon, rare, very rare), requires attunement

This item looks very similar to a Courageous Chain-kini and an identify spell will initially classify it as such. Attuning curses you until you are targeted by the remove curse spell or similar magic. Removing the chain-kini fails to end the curse on you. While cursed, asset barrier is constantly affecting the wearer, drastically broadening and emphasizing their curves and sexual characteristics to a cartoonish degree, giving them disadvantage on Dexterity saving throws due to their new size. The magic imbued into this chain-kini however makes it more than stellar in combat, offering the armor class of normal chain mail + CHA modifier (max 2/4/full modifier) while worn.

Fatcubus Lipstick

Wonderous item, uncommon

The ornate container of this magic item contains magically infused lipstick of varying color that causes a creature’s lips to swell and become fuller. This lipstick has 1d10+5 applications, and its magic lasts for one hour per use. Upon the first application, the creature’s lips become fuller and succulent, perfectly fitting their face, giving them advantage on Charisma (Persuasion) checks against creatures that would find them attractive. In addition, any creature that kisses the lips of the creature must make a DC 15 Constitution saving throw, taking 2d6 fattening damage on a failure. Unwilling creatures must first be grappled, then must be hit by an unarmed melee attack made by the grappler, replacing the damage with the effect.

Curse. This curse only happens if another coat of the lipstick is applied while the first is still active. The duration becomes permanent until the remove curse spell or similar magic is casted upon the target, which will end this effect. The user’s lips swell more, becoming exaggerated pillowy lips on their face. They now have disadvantage on Charisma (Persuasion) checks due to a lisp. Their kiss now results causes 4d8 fattening damage. Another application causes the creature’s lips to become cartoonishly big and overly plush, making their speech very difficult to understand, and disallowing them to to use verbal components for spells. Their kiss now results in 6d8 fattening damage. Any further applications simply cause the creature’s lips to swell further.

 

 

Metal Molars

Melee Weapon, Uncommon/Rare. (Requires Attunement) Simple Weapon These small, twin copper tooth coverings bear the etched image of a Red Lizardfolk looking straight ahead, sharp maw open wide as if they aimed to devour the person looking at them. This is, oddly enough, an image of their enchanter, and depending on where it’s found, the scale color of the Lizardfolk may change, although the main image never does.

While attuned to this weapon, you gain a bite attack, which deals 1d6 piercing damage, and has the finesse attribute. If you already have a bite attack which deals higher damage, that attack’s damage is increased by a d2 instead.

Munching Molars: (Cursed)

Melee Weapon, Uncommon/Rare, Cursed. (Requires Attunement) Simple Weapon

These small, twin copper tooth coverings bear the etched image of a Red Lizardfolk looking straight ahead, sharp maw open wide as if they aimed to devour the person looking at them. This is, oddly enough, an image of their enchanter, and depending on where it’s found, the scale color of the Lizardfolk may change, although the main image never does. Although where this version differs from the regular, is in how filled out the Lizardfolk’s cheeks are, appearing slightly piggish in their roundness.

While attuned to this weapon, you gain a bite attack, which deals 1d6 piercing damage, and has the finesse attribute. If you already have a bite attack which deals higher damage, that attack’s damage is increased by a d2 instead.

(Rare) Additionally, you gain proficiency in the Eating skill, and a bonus action Bite attack.

Curse: There is a VERY good reason the icon on these things was so robust. After spending enough time in Lipomancy influenced area, the alterations that occur in them almost ensure that those wearing them put them to GOOD use. A heavy hunger descending on them… A creature attuned to this item is treated as Ravenous during combat or if there are foodstuffs within sight. A creature under this effect gains advantage on Eating checks, and attack rolls made with its Bite. (Dev note: Just to counteract the disadvantage) Any Bite attack you make allows you to make a Vore Check against the target on a hit. Each Bite attack has you eat 5 pounds of fatty food on a hit, while also removing Bulk from the target in an equal amount of damage they took.

 

 

Class Spell List

 

 

All Spells

Cantrips (0 Level)
  • Ray of Flab
  • Calorie Bomb
  • Appeal
  • Trim
  • Unwelcome Feast
  • Puff
  • Whipping Cream
  • Invasive Spring
  • Enchunken
  • Feed
1st Level
  • Burn Fat
  • Chaotic Corpulence
  • Bloomphing Bulwark
  • Butterfingers
  • Ethereal Bellows
  • Exercism (Ritual)
  • Find Food and Drink
  • Fattening Jest
  • Mealstrom
  • Hearty Tonic
  • Heavy Smite
  • Modify Metabolism
  • Resize
  • Syrup Trap
  • Tango’s Tincture
  • Butt In
  • Swelling Missile
2nd Level
  • Belly Drum
  • Daft Devouring
  • Lard Zone
  • Asset Barrier
  • Dietary Curse
  • Emburden
  • Fat Transference (Ritual)
  • Graceful Girth
  • Immobilize Person
  • Fatness Arrow
  • Sympathy Gain
  • Siphoning Smite
  • Stretch Stomach
  • Weighing Ward
  • Safety Swallow
  • Bubble Field
  • Phantasmal Inflation
3rd Level
  • Abyssal Stomach
  • Aura of Lightness
  • Bloat
  • Drain
  • Expanding Edict
  • Fat Feedback
  • Healing Salve
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Overabundance
  • Redirect Repast
  • Stretch/Compress
  • Curse of Intolerance
  • Flabling Bolt
  • Gale Growth
  • Lifting Gases
  • Windy Translocation
  • Fatball
4th Level
  • Alluring Feast
  • Create Fattening Food and Drink
  • Embulking Smite
  • Nature’s Bounty
  • Sexual Hypnotism
  • Softskin
  • Bellowing Wind
  • Meld into Flesh (Ritual)
  • Holding Hoses
  • Swelling Shield
5th Level
  • Amazonian Figure
  • Blueberrify
  • Fat Surge
  • Immobilize Monster
  • Portly Portent
  • Rampant Vitality
  • Slavering Beast
  • Feeding Frenzy
  • Heroic Belch
  • Stomach Sentinel
  • Cone of Cholesterol
6th Level
  • Conjure Food Creature
  • Flesh to Chocolate
  • Investiture of Fat
  • Hungering Trance
7th Level
  • Amplify Gravity
  • Raze Restraint
  • Flash Flesh
  • Swellicious Spray
  • Delayed Blast Fatball
  • Fwoumpify
  • Summon Fatcubus
8th Level
  • Adipose Armor
  • Cornucopia
9th Level
  • Dessert Storm
  • Knights of the Round
  • Sculpt Flesh
  • Mass Fwoompify

 

 

Artificer

Cantrips (0 level)
  • Trim
  • Calorie Bomb
  • Invasive Spring
1st level
  • Hearty Tonic
  • Modify Metabolism
  • Resize
  • Tango’s Tincture
  • Butterfingers
  • Mealstrom
  • Find Food and Drink
  • Burn Fat
  • Exercism (ritual)
  • Ethereal Bellows
2nd level
  • Graceful Girth
  • Weighing Ward
  • Belly Drum
  • Fat Transference
3rd level
  • Healing Salve
  • Heavy Transport (Ritual)
  • Stretch/Compress
  • Stretch Stomach
4th level
  • Create Fattening Food and Drink
  • Softskin
5th level
  • Portly Portent

Bard

Cantrips (0 Level)
  • Ray of Flab
  • Appeal
  • Trim
  • Puff
  • Enchunken
  • Invasive Spring
1st Level
  • Find Food and Drink
  • Fattening Jest
  • Mealstrom
  • Modify Metabolism
  • Resize
  • Butt In
  • Butterfingers
2nd Level
  • Dietary Curse
  • Fat Transference (Ritual)
  • Graceful Girth
  • Immobilize Person
  • Sympathy Gain
  • Weighing Ward
  • Belly Drum
  • Daft Devouring
  • Phantasmal Inflation
  • Abyssal Stomach
3rd Level
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Redirect Repast
  • Curse of Intolerance
  • Stretch Body (ritual)
4th Level
  • Alluring Feast
  • Sexual Hypnotism
5th Level
  • Immobilize Monster
  • Portly Portent
  • Heroic Belch
  • Stomach Sentinel
  • Feeding Frenzy
6th Level
  • Hungering Trance
7th Level
  • Raze Restraint
8th Level
  • Cornucopia
9th Level
  • Sculpt Flesh
  • Mass Fwoompify
  • Power Word Expand

Cleric

Cantrips (0 Level)
  • Unwelcome Feast
  • Invasive Spring
  • Puff
  • Enchunken
  • Feed
1st Level
  • Burn Fat
  • Exercism (Ritual)
  • Find Food and Drink
  • Mealstrom
  • Butt In
2nd Level
  • Dietary Curse
  • Fat Transference (Ritual)
  • Immobilize Person
  • Stretch Stomach
  • Weighing Ward
  • Belly Drum
  • Daft Devouring
  • Stretch Body (Ritual)
  • Backblast
  • Abyssal Stomach
3rd Level
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Redirect Repast
  • Curse of Intolerance
  • Gale Growth
  • Lifting Gases
  • Windy Translocation
  • Stretch Stomach
  • Stretch Body
4th Level
  • Alluring Feast
  • Create Fattening Food and Drink
  • Meld Into Flesh (Ritual)
5th Level
  • AmazonianFigure
  • Portly Portent
  • Rampant Vitality
  • Heroic Belch
  • Stomach Sentinel
6th Level
  • Heavy Guardians
7th Level
  • Raze Restraint
  • Fwoumpify
8th Level
  • Cornucopia
9th Level
  • Knights of the Round
  • Mass Fwoompify

 

 

Druid

Cantrips (0 Level)
  • Unwelcome Feast
  • Flail of Fruit
  • Calorie Bomb
  • Whipping Cream
  • Puff
  • Enchunken
  • Feed
  • Invasive Spring
1st Level
  • Exercism (Ritual)
  • Find Food and Drink
  • Mealstrom
  • Syrup Trap
  • Tango’s Tincture
  • Bloomphing Bulwark
  • Burn Fat
  • Chaotic Corpulence
  • Syrup Trap
  • Butt In
2nd Level
  • Emburden
  • Graceful Girth
  • Immobilize Person
  • Stretch Stomach
  • Weighing Ward
  • Belly Drum
  • Daft Devouring
  • Stretch Body (Ritual)
  • Backblast
  • Abyssal Stomach
3rd Level
  • Expanding Edict
  • Healing Salve
  • Overabundance
  • Gale Growth
  • Lifting Gases
  • Windy Translocation
  • Stretch Stomach
4th Level
  • Create Fattening Food and Drink
  • Softskin
  • Nature’s Bounty
  • Bellowing Winds
  • Meld into Flesh
5th Level
  • Amazonian Figure
  • Blueberrify
  • Rampant Vitality
  • Slavering Beast
  • Stomach Sentinel
6th Level
  • Investiture of Fat
  • Conjure Food Creature
7th Level
  • Amplify Gravity
  • Fwoumpify
8th Level
  • Cornucopia
9th Level
  • Dessert Storm
  • Mass Fwoompify

Paladin

1st Level
  • Burn Fat
  • Find Food and Drink
  • Heavy Smite
  • Mealstrom
  • Exercism (ritual)
2nd Level
  • Siphoning Smite
  • Weighing Ward
  • Belly Drum
  • Daft Devouring
3rd Level
  • Aura of Lightness
  • Expanding Edict
4th Level
  • Create Fattening Food and Drink
  • Embulking Smite
5th Level
  • Amazonian Figure
  • Rampant Vitality
  • Heroic Belch

Ranger

1st Level
  • Find Food and Drink
  • Modify Metabolism
  • Tango’s Tincture
  • Bloomphing Bulwark
  • Mealstrom
  • Butt In
2nd Level
  • Graceful Girth
  • Stretch Stomach
  • Belly Drum
  • Daft Devouring
3rd Level
  • Healing Salve
  • Overabundance
  • Stretch Stomach
4th Level
  • Softskin
  • Nature’s Bounty
5th Level
  • Slavering Beast
  • Feeding Frenzy
  • Heroic Belch

Sorcerer

Cantrips (0 Level)
  • Ray of Flab
  • Trim
  • Puff
  • Invasive Spring
  • Enchunken
1st Level
  • Chaotic Corpulence
  • Feed
  • Modify Metabolism
  • Bloomphing Bulwark
  • Ethereal Bellows
  • Butt In
  • Swelling Missile
  • Butterfingers
  • Mealstrom
2nd Level
  • Asset Barrier
  • Dietary Curse
  • Emburden
  • Immobilize Person
  • Stretch Stomach
  • Daft Devouring
  • Lard Zone
  • Safety Swallow
  • Bubble Field
  • Phantasmal Inflation
  • Stretch Body
  • Abyssal Stomach
  • Belly Drum
  • Backblast
3rd Level
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Stretch/Compress
  • Flabling Bolt
  • Gale Growth
  • Lifting Gases
  • Windy Translocation
  • Fatball
  • Stretch Stomach
  • Incite Vulnerability
4th Level
  • Alluring Feast
  • Bellowing Winds
  • Softskin
  • Swelling Shield
5th Level
  • Fat Surge
  • Immobilize Monster
  • Portly Portent
  • Heroic Belch
  • Stomach Sentinel
  • Cone of Cholesterol
6th Level
  • Investiture of Fat
7th Level
  • Amplify Gravity
  • Swellicious Spray
  • Delayed Blast Fatball
  • Fwoumpify
8th Level
  • Adipose Armor
  • The Blob
9th Level
  • Dessert Storm
  • Mass Fwoompify
  • Power Word Expand

 

 

Warlock

Cantrips (0 Level)
  • Ray of Flab
  • Unwelcome Feast
  • Calorie Bomb
  • Puff
  • Invasive Spring
  • Enchunken
  • Feed
1st Level
  • Mealstrom
  • Hearty Tonic
  • Modify Metabolism
  • Bloomphing Bulwark
  • Ethereal Bellows
  • Butt In
  • Butterfingers
2nd Level
  • Dietary Curse
  • Emburden
  • Immobilize Person
  • Belly Drum
  • Daft Devouring
  • Lard Zone
  • Bubble Field
  • Stretch Body
  • Backblast
  • Abyssal Stomach
  • Fat Transference
3rd Level
  • Fat Feedback
  • Redirect Repast
  • Curse of Intolerance
  • Bloat/Drain
  • Gale Growth
  • Lifting Gases
  • Windy Translocation
  • Fatball
  • Incite Vulnerability
4th Level
  • Alluring Feast
  • Bellowing Wind
  • Swelling Shield
  • Softskin
5th Level
  • Fat Surge
  • Immobilize Monster
  • Slavering Beast
  • Heroic Belch
  • Stomach Sentinel
6th Level
  • Collapse
  • Investiture of Fat
  • Conjure Food Creature
  • Flesh to Chocolate
7th Level
  • Raze Restraint
  • Flash Flesh
  • Delayed Blast Fatball
  • Fwoumpify
  • Summon Fatcubus
8th Level
  • The Blob
9th Level
  • Sculpt Flesh
  • Mass Fwoompify
  • Power Word Expand

Wizard

Cantrips (0 Level)
  • Ray of Flab
  • Trim
  • Puff
  • Invasive Spring
  • Enchunken
1st Level
  • Find Food and Drink
  • Mealstrom
  • Hearty Tonic
  • Modify Metabolism
  • Resize
  • Bloomphing Bulwark
  • Ethereal Bellows
  • Swelling Missile
  • Butt In
  • Butterfingers
2nd Level
  • Asset Barrier
  • Dietary Curse
  • Fat Transference (Ritual)
  • Graceful Girth
  • Immobilize Person
  • Fatness Arrow
  • Sympathy Gain
  • Stretch Stomach
  • Belly Drum
  • Daft Devouring
  • Lard Zone
  • Safety Swallow
  • Bubble Field
  • Phantasmal Inflation
  • Emburden
  • Stretch Body (Ritual)
  • Backblast
  • Abyssal Stomach
3rd Level
  • Bloat/Drain
  • Expanding Edict
  • Fat Feedback
  • Heavy Transport (Ritual)
  • Hypnotic Hunger
  • Redirect Repast
  • Stretch/Compress
  • Curse of Intolerance
  • Flabling Bolt
  • Lifting Gases
  • Gale Growth
  • Windy Translocation
  • Fatball
  • Stretch Stomach
4th Level
  • Softskin
  • Bellowing Wind
  • Holding Hoses
  • Swelling Shield
  • Wolfen’s encampment
5th Level
  • Fat Surge
  • Immobilize Monster
  • Portly Portent
  • Feeding Frenzy
  • Heroic Belch
  • Stomach Sentinel
  • Cone of Cholesterol
6th Level
  • Conjure Food Creature
  • Flesh to Chocolate
  • Fatnap
  • Investiture of Fat
7th Level
  • Amplify Gravity
  • Flash Flesh
  • Swellicious Spray
  • Delayed Blast Fatball
  • Fwoumpify
  • Summon Fatcubus
  • Souff’s Seismic Strike
8th Level
  • The Blob
9th Level
  • Sculpt Flesh
  • Mass Fwoompify
  • Poweer Word Expand

 

 

Spell Descriptions

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 make yourself more attractive, disarming, and trustworthy, whether by accentuating features that make you more beautiful, cute or handsome, enchanting your voice to seem more confident, eloquent and reliable or otherwise enhancing your natural charisma. For the duration of the spell, when you make a Charisma (Persuasion) check, you do so with advantage.

Calorie Bomb:

Transmutation Cantrip


  • Classes: Druid, Warlock, Artificer
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V,S
  • Duration: 1 minute

You touch up to three pounds of food and imbue them with magic. The enchanted food becomes fatty in quality but causes creatures to gain 3x the diet points and gain 1d6 pounds of bulk upon eating a pound of it. You or someone else can make a ranged spell attack with one of the pounds of food by throwing it or hurling it with a sling. If thrown, a pound of food has a range of 60 feet.

If someone else attacks with a pound of food, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes Stuffing damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the pound of food.

If you cast this spell again, the spell ends on any pounds of food still affected by your previous casting.

Ray of Flab

Evocation Cantrip


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

You channel a beam of fattening energy from your fingers toward your target. Make a ranged spell attack against the target. On a hit, it takes 1d8 Fattening damage, and its speed is reduced by 10 feet until the start of your next turn.

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

Flail of Fruit

Transmutation cantrip


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A melon seed)
  • Duration: concentration, up to 1 minute

A heavy piece of food attached to a vine whips out at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Stuffing damage, and its speed is reduced by 10 feet until the start of your next turn as sticky nectar hinders its movement.

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

Whipping Cream

Transmutation cantrip


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A drop of milk)
  • Duration: Instantaneous

You create a long, creamy lash that whips out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 Stuffing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

 

Trim

Evocation cantrip


  • Classes: Bard, Sorcerer, Wizard, Artificer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

One creature you can see within range must succeed on a Constitution saving throw. On a failure, it takes 1d8 slashing damage and loses an equal number of pounds of fat.

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

Unwelcome Feast

Conjuration Cantrip


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

You summon forth a magical meal in the stomach of one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 Stuffing damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

Puff

Evocation Cantrip


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantneous

A wicked tendril of wind shoots forth and attempts to enter a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 Inflating damage, and it can’t take reactions until the start of its next turn.

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

Invasive Spring

Conjuration Cantrip


  • Classes: Bard, Cleric, Druid, Warlock, Wizard, Artificer
  • Casting Time: 1 Action
  • Range: 5 ft
  • Components: V, S
  • Duration: Instantneous

The caster summons tendrils of water around themselves to inflate their foes. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 Inflating Damage.

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

Enchunken

evocation cantrip


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 10 ft.
  • Components: V, S
  • Duration: Instantaneous

Gesturing your hand with a motion that makes your hand expand outwards from a balled up position, you attempt to quickly attack an opponent with a flash of lipomantic energy. The target must succeed on a Constitution saving throw or take 1d12 Fattening Damage.

The spell’s Damage roll increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Feed

Conjuration Cantrip


  • Classes: Warlock, Cleric, Druid
  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V,S
  • Duration: Instantaneous

An orb of conjured food streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Stuffing damage.

At Higher Levels: The spell creates more than one orb when you reach higher levels: two orbs at 5th level, three orbs at 11th level, and four orbs at 17th level. You can direct the orbs at the same target or at different ones. Make a separate attack roll for each orb

 

 

Bloomphing Bulwark

1st level abjuration


  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Reaction, which you take when you take fattening, inflating, or stuffing damage
  • Range: Self
  • Components: V
  • Duration: 1 round

The spell bolsters your body to absorb the harmful aspects of the incoming lipomantic energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

Burn Fat

1st-level Transmutation


  • Classes: Cleric, Druid, Paladin, Artificer
  • 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 2d4 pounds of fat. and 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 1d4 for each spell slot level above 1st.

Chaotic Corpulence

1st Level Evocation


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw, taking 1d8 fattening damage and 1d8 inflating damage on a failed save, or half as much damage on a successful one. If the creature takes more fattening double the amount of pounds gained; if the creature takes more inflating double that instead.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the fattening damage and the inflating damage increase by 1d8 for each slot level above 1st.

Ethereal Bellows

1st level conjuration


  • Classes: Sorcerer, Warlock, Wizard, Artificer
  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S, M (bottled air)
  • Duration: Instantaneous

You conjure two translucent, vibrantly colored, spectral bellows that can be sent out to seek targets. You can send them at one target or several. Make a ranged spell attack for each bellow. On a hit, the target takes 2d6 Inflating Damage.

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

Exercisism (Ritual)

1st level transmutation


  • Classes: Cleric, Druid, Artificer
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a burnt candlewick)
  • Duration: Concentration, up to 10 minutes.

You lay your hands upon a willing creature, forcefully removing fat from the target’s body. When you cast this spell and at the end of each minute you spend concentrating on this spell, the target burns 1 diet point and loses 1 hit point. The spell ends early if you stop touching the target.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of diet points burnt per hit point lost increases by 1 for each slot level above 1st.

Fattening Jest

1st-level Enchantment


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

You make a weight joke at the expense of one creature of your choice within range. 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 double that much weight in fat, and reducing their 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 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.

 

 

Mealstrom

1st-level conjuration


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

You conjure two blasts of food to force a target to eat and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each blast. On a hit, the target takes 2d6 Stuffing damage.

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

Find Food and Drink

1st Level Divination


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an empty plate, bowl, or cup)
  • Duration: Concentration, up to 1 hour.

You cause the smell of food to register strongly on the senses of a creature you can see within rage. For the duration of the spell, the target can find the shortest path to the nearest piece of food or drink and has advantage on Survival checks to forage.

When you cast this spell on another creature, you can force it to make a Wisdom saving throw. On a failure, it suffers from the effects of being Peckish until the spell ends. It can repeat the saving throw at the end of each of its turns, ending the spell on a success.

Hearty Tonic

1st level conjuration


  • Classes: Artificer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (alchemist’s supplies)
  • Duration: 1 hour

You create a hearty tonic in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker gains 2d4 + 2 temporary hit points and gains double the amount of temporary hit points in fat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional hearty tonic for each slot 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. Additionally, the target must make a Constitution saving throw. On a failed save, They gain pounds of bulk equal to the damage done by the attack x5.

Additionally, until the end of the target’s next turn, attacks against the target are made with advantage

Modify Metabolism

1st level Transmutation


  • Classes: Bard, Wizard, Warlock, Sorcerer, Ranger, Artificer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 24 hours

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 must succeed on a Constitution saving throw or be affected. For an affected creature, the number of diet points it burns is doubled or halved. You choose which when you cast the spell.

 

 

Resize

1st-level transmutation (ritual)


  • Classes: Bard, Wizard, Artificer
  • 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 nonmagical cloth outfits, instantly retailoring them. You can tailor up to six sets of clothes to fit their wearers (creating more fabric as necessary) or hem a single one in to the point of unusability.

Hem in. Choose one creature in range that you can see wearing nonmagical clothes. The creature makes a Strength saving throw. On a failure, the clothes shrink and constrict them, dealing them 1d6 bludgeoning damage and restraining the target. On a successful save, a creature takes half as much damage and forces the outfit to retain its size. A creature Restrained in this way can use its action to make another Strength save against your spellcasting DC. On a success, they force their outfit to return to 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.

Syrup Trap

1st level conjuration


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

Sticky syrup filled vines cover the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the vines appear, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.

A creature restrained by the vines can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. A creature restrained by the syrup vines may also try to eat the syrup that is sticking to it, by making an Eating check against your spell save DC. If it succeeds, it is no longer restrained. Each time it attempts this check, whether it succeeds or fails, it is force-fed 2d4 pounds of fattening food.

Tango’s Tincture

1st level evocation


  • Classes: Druid, Ranger, Artificer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

You feed a willing creature the extract of a magical leaf, causing them to gain 1 diet point. For the duration of the spell, the target regains 2 hit points and gains 2 pounds of bulk at the end of each of its turns.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the hit points regained and bulk per round increase by 2 for each level above 1st.

Butt In

1st level trasmutation


  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You rapidly swell your chest, rear, or belly in an attempt to make some space, using its weight and impact to put foes out of position. Make a melee spell attack against a creature. On a hit, the target takes 2d8 bludgeoning damage and is pushed ten feet away from you. If the creature hits a wall or vertical surface, it takes an additional 1d8 bludgeoning damage. If the creature bumps another creature, they must both make a Strength saving throw, falling prone on a failure.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

 

 

Swelling Missile

1st level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You create three warbling darts of lipomantic energy. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 Fattening Damage. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Butter Fingers

1st Level Alteration


  • Classes: Bard, Wizard, Warlock, Sorcerer, Artificer
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S,M (A tiny ball of butter)
  • Duration: Instantaneous

You toss the butter used in the spell at a creature within range. That creature must make a Dexterity Saving Throw. On a failure, they take 2d6 Fattening Damage, drop their weapon at their feet, and are unable to pick it up until their next turn. On a success, they take half as much damage and do not drop their weapon.

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

Backblast

2nd Level Transmutation


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

You swing your arm. using magic to attempt to sweep your foes in a direction. Designate a point within range (it may be in the air) and then make a 20 ft long, 5 ft wide line, both must be within the range of the spell. Any creature touching that line must make a Strength Saving Throw. On a failure, they take 2d8 Inflating damage and are pulled 30 ft closer to the point you originally designated.

At Higher Levels If you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 and the distance pulled is increased by 10 ft.

Belly Drum

2nd level evocation


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (15 foot sphere)
  • Components: V, S
  • Duration: Instantaneous

Pushing out your middle and giving it a firm smack, a powerful and thunderous noise emanates from the it, fueled by magic. Each creature besides yourself in the area of the spell must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t deafened.

If you are at or above your second Inflation Threshold, the area of this spell increases to a 30 foot sphere.

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

Abyssal Stomach

2nd level Transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you take when a creature you can see within range takes stuffing damage
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You intervene to save a nearby creature from the effects of overindulgence or forcefeeding. The target becomes immune to the triggering Stuffing damage, and each pound of food already in the target’s stomach is converted into 1 pound of fat, emptying its stomach.

 

 

Daft Devouring

2nd level transmutation


  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (stomach lining from a carnivore)
  • Duration: Concentration, up to 1 minute

You bolster your stomach acid, capacity and natural strength temporarily, attempting to swallow a creature whole. Make a grapple check against a creature that is your size or smaller within range. You can use your Spell Attack Modifier instead of your Strength Modifier for this roll. If you fail to grapple the creature, you may make another grapple attempt as an action on your following turns.

On a successful grapple check, you lift up and swallow the creature whole in one swift motion, subjecting them to the Swallowed condition. While Swallowed, the creature takes 3d4 acid damage at the start of its turns. Damage caused by the creature inside you does not force concentration checks, but the normal rules for the Swallowed condition still apply. You may only have one creature swallowed in this way at a time.

Once the spell ends, the caster is forced to orally expel the creature in a space within 5 feet of them, exiting Prone.

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

Asset Barrier

2nd-level Transmutation


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

One target creature you can see within range must make a Constitution saving throw. If it fails, one of the creature’s assets balloons dramatically in size until it 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 creatures cannot pass through their space. The creature’s weight is effectively tripled by the increased size, and their speed is halved by their new, unwieldy assets.

Lard Zone

2nd level conjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 ft (20 foot square)
  • Components: V, S, M (a pinch of lard)
  • Duration: Concentration, up to 1 minute

You toss the lard used to cast this spell at a point on the ground you can see in range. It spreads and billows out into a 20 foot square, becoming slippery and venting lipomantic energy up from it. When the lard appears, each creature standing in its area must make a Dexterity saving throw. On a failure, it falls prone and takes 3d4 Fattening Damage from the fattening lard splashing onto their skin. A creature that enters the area or ends its turn there must also make the saving throw.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the square is increased by 5 feet for each slot level above 2nd.

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 pound per pound 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.

 

 

Safety Swallow

2nd level conjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when target creature is subject to an attack or harmful effect.
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantneous

You target a willing creature you can see within range. They are magically transported into your stomach. If the creature was subject to an area effect that required a Dexterity or Constitution saving throw, they automatically succeed.

Bubble Field

2nd level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon forth a large, staggering amount of bubbles, inflating those who run into and pop them. You choose a point you can see within range, bubbles filling up into a 25 foot cube centered on the point you chose. When a creature enters the affected area for the first time on a turn, starts its turn there, or whenever it walks 10 feet through the area, it must make a Constitution saving throw. On a failure, they take 3d4 Inflating Damage as the magical bubbles pop on their skin and displace air inside of them.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the cube is increased by 5 feet for each slot level above 2nd.

Phantasmal Inflation

2nd level illusion


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (a strip of latex)
  • Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failure, you fool the senses of the target to make them believe they have suddenly filled up into a helpless balloon. They act as if they are at their fourth Inflation Threshold , believing themselves unable to move or act. This spell has no effect on undead or constructs.

While a target is affected by the spell, the target treats their inflation as if it were real. The target rationalizes any illogical outcomes from interacting with their body. For example, if one were to place their arm in the way of the illusion of their body, the target still believes that they are ballooned and comes up with some other explanation, such as they couldn’t feel their hand sink into their form, or they weren’t actually near them at all.

The target can use its action to examine themselves with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that their perceived form is an illusion, and the spell ends.

Fat Transference (Ritual)

2nd level transmutation


  • Classes: Bard, Cleric, Wizard, Artificer, Warlock
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a pair of willing creatures within range who must be within 10 feet of you throughout the casting. One target loses up to 2d100 pounds of weight, and the lost weight is transferred to the other target, causing it to gain an equal amount of weight as was lost.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of weight transferred increases by 1d00 for each slot level above 2nd.

 

 

Emburden

2nd level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

At your command, the gravity for a specific creature intensifies. You force a creature that you can see within range to make a Strength saving throw. On a failure, the creature makes all of its Dexterity checks and saving throws at disadvantage and its speed and Bulk Thresholds are halved until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Graceful Girth

2nd level transmutation


  • Classes: Bard, Druid, Ranger, Wizard, Artificer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of oil)
  • Duration: 8 hours

You touch a creature. Until the spell ends, that creature calculates its Bulk Limit using its Dexterity Score instead of Strength Score.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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 1 minute.

Your magic temporarily fattens a humanoid creature you choose within range into helplessness. The target must make a Constitution saving throw. On a failure, its Bulk Threshold increases to 5 until the spell ends. Creatures without a bulk limit 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. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

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.

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 Fattening damage immediately and 2d4 Fattening 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.

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.

 

 

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.

Siphoning Smite

2nd level transmutation


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

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 1d6 fattening damage damage to the target. The caster loses a number of pounds of bulk equal to the damage done, this can be excess fat or muscle (you choose).

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fattening damage. On a successful save, the spells ends.

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

Stretch Body (Ritual)

2nd level transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (a bit of tree sap)
  • Duration: Concentration, up to 1 hour

You increase the elasticity of the body of a creature you touch, allowing them to inflate far more than normal. Until the spell ends, the creature’s Inflation Thresholds double.

Weighing Ward

2nd-level abjuration


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

You create an invisible ward on one creature you can see 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 and the attacking creature immediately takes Fattening Damage equal to the damage dealt after resistance.

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

Stretch Stomach

3rd Level Transmutation


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

You touch a creature and increase the elasticity of a its stomach, allowing them to consume far more food than normal. Until the spell ends, the target’s stomach capacity is doubled. If the creature’s current stomach capacity exceeds its normal limits after the spell ends, it does not take damage but also cannot eat more without taking overstuffing damage or perform any overstuffing checks until your capacity is lower.

At higher levels. When casting this spell using a spell slot of 4th or higher, you may target one more creature within 5 feet of yourself or the target for every spell level above 3rd.

 

 

Curse of Intolerance

3rd level necromancy


  • Classes: Bard, Cleric, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a piece of rotten food)
  • Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Constitution saving throw or become cursed for the duration of the spell. They immediately expel the contents of their stomach(s) orally, and cannot consume any food, imbibe any drinks, or swallow any creature. If a creature is forced to eat or drink, it expels it at the beginning of its next turn. In addition, any stuffing damage the creature takes turns into nercotic damage.

If a creature does not need to eat, drink or have a stomach, this spell has no effect. A remove curse spell ends this effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Aura of Lightness

3rd level transmutation


  • Classes: Paladin
  • Casting Time: 1
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Uplifting energy radiates from you in a 30ft radius aura around you which also followers you.

Until the spell ends, each non-hostile creature in the aura (including you) has advantage on Dexterity saving throws and Dexterity (Acrobatics) checks and ignores any movement penalties caused by their Bulk Threshold, up to Hampered.

Bloat/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 1 minute

You pile fat onto a creature you can see within range, using your own body as the source, or you leech fat from them and add it to your figure. When you cast this spell and as an action until this spell ends, you choose whether to bloat or drain the target. You can choose a different target each time you take this action. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect but does not end.

Bloat. The target takes 3d6 Fattening, and you lose weight equal to half the amount of weight the target gained.

Drain. the target takes 3d6 necrotic damage, losing 10 times that in pounds, and you gain weight equal to half the amount the target lost.

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

Flabling Bolt

3rd level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (100 ft line)
  • Components: V, S, M (A tiny ball of butter and glass rod)
  • Duration: Instantaneous

A stroke of warbling, fattening force forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 8d6 Fattening Damage on a failed save or half as much damage on a successful one.

The blast turns any nonmagical food caught in the line into magically fattening food that adds 1d10 pounds of fat to any creature that consumes it.

 

 

Gale Growth

3rd level evocation


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You outstretch your hand at a creature and attempt to assail and wrap their body in wind, which attempts to torrent into them. The target must make a Constitution saving throw. On a failure, it takes 4d6 inflating damage as winds wrap around their body and continue to attempt filling them. At the start of your turn, the target must make the Constitution saving throw again, taking 4d6 Inflating damage.

Whenever the target succeeds on the saving throw, it takes half as much Inflating damage and the spell ends.

Lifting Gases

3rd level conjuration
(Converted from QES)


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

By means of conjuring lighter than air gas inside of the target of this spell in range, you may fill a creature and lift them from the earth eventually, potentially making them harmless. The target must succeed on a Constitution saving throw or bloat to their next inflation threshold with lighter than air gas, causing them to float 10 feet up in in their space and remaining there. The target may make another save at the start of their turn, on a success you lose the ability to add more gas but you may still concentrate on the spell to keep them filled with what they have.

On your turn, if your target has not saved yet, you may use your action to cause them to bloat up to their next inflation Threshold, and cause them to float upwards at a rate of 5 feet. You may continue to do this as long as your opponent does not save, adding another inflation threshold and causing them to rise faster, each 5 feet stacking atop one another.

Upon losing concentration, all the gas in the target expels from them at the start of their next turn, falling back down to the ground provided they do not have any form of flight or means of safely falling. If you concentrate on this spell for its full duration, the lifting gases remain trapped in the targets until their next short rest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may affect an addittional target for each slot level above 3rd.

Windy Translocation

3rd level conjuration


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 2 miles
  • Components: V, S
  • Duration: Instantaneous

Using the wind as a means of travel, you appear before a landmark or ally that you know is nearby. If you choose a landmark, it must be one you’re familiar with and have seen before, and it must be in the radius, otherwise this spell fails. If you choose an ally, they are magically informed that you are trying to appear before them, in which they may choose to accept or decline as a part of this spell. If they accept, you appear in an unoccupied space with in 5 feet of them. If they refuse, the spell fails. Regardless of what option you choose, upon arrival, you take 3d4 Inflating Damage as air displaces in you. If this bloating would result in going over the Helpless threshold, make a constitution save with disadvantage. On a success, you harmlessly expel any excess air, staying at the Helpless threshold. This spell may only be used if both you and your desired target are outside.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 2 miles each slot level above 3rd.

Expanding Edict

3rd level enchantment


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

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 3d10 Fattening Damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the duration is 30 days. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

 

 

Fatball

3rd level Evocation


  • Classes: Sorcerer, Warlock, 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 streaks from your pointing finger to a point you choose within range and then billows out with a low hum with fattening energy. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 Fattening Damage on a failed save, or half as much damage on a successful one.

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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Fat Feedback

3rd level abjuration


  • Classes: Bard, Cleric, 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, it lose the highest remaining spell slot it has, up to third level, and takes 4d8 Fattening Damage.

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 you used, and the damage it takes increases by 1d8 for eash slot level above 3rd.

Healing Salve

3rd level evocation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an herbalism kit)
  • Duration: 1 minute

You touch a creature and apply a magic healing ointment. For the duration of the spell, the target regains a number of hit points equal to 3d4 + your spellcasting ability modifier at the end of each of its turns and gains a number of pounds of fat equal to half the number of hit points it regained. If the target loses any hit points, the spell ends.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the healing increases by 2 for eash slot level above 3rd.

Heavy Transport (Ritual)

3rd level transmutation


  • Classes: Bard, Cleric, Sorcerer, Wizard, Artificer
  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 hour

A chair, wheelbarrow, cart, or other inanimate object of similar size and function comes to life at your command, accommodating its form to allow creatures to mount it and reinforcing its durability.

For the duration of the spell, you or a creature you choose can ride the transport and the object becomes Large if it was Medium. The transport uses the statistics of an Animated Table, except that it cannot attack, its False Appearance matches the appearance of the object it was originally, its walking speed is 10 feet, and it can travel 1 mile in an hour or 2 miles at a fast pace. If you or the creature you chose to ride the transport use an action to touch the transport, the transport can use its reaction to enter the space of the creature that touched it and allow that creature to mount it without using any of the rider’s movement and regardless of the rider’s weight or the space it occupies. When the spell ends, the transport gradually returns to its original form, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the transport takes any damage.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the transport’s walking speed increases by 10 feet and its travel speed increases by 1 mile for each level above 3rd.

 

 

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 1 hour

Holding up a piece of fatty food, you create a Small feast for one person in an unoccupied 5 foot space within 5 feet of you 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 its turn, it must spend its movement, action, and bonus action moving to the feast created by the spell and eating as much as possible. The feast created by the spell is inexhaustible for the duration of the spell. The target will continue eating from the feast while it is not full; if it is full, it remains occupied by the food as if it were trying to eat it. If there is no safe path to the food, the target spends its action that turn clutching its stomach as it is racked with hunger pains. If a creature willingly eats food from this feast, it is charmed by you as if you had targeted it with this spell.

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, it is stunned until the end of its next turn as it is 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: 60 feet
  • Duration: Concentration, up to 1 minute

You cause food to apparate within the stomach of a creature within range you can see. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 stuffing damage, and until the spell ends, you can use your action on each of your turns to automatically deal 2d8 stuffing damage to the target. On a successful save, it takes half as much damage and the spell ends. 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.

Whenever the spell deals damage to a target, it must succeed an Eating (Constitution) check against your spell save DC or have disadvantage on attacks and ability checks until the end of your next turn as the pain of forcefeeding impairs its abilities.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd.

Redirect Repast

3rd level conjuration


  • Classes: Bard, Cleric, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a creature within range. An unwilling creature can make a Constitution save, and if it succeeds, the spell has no effect. For the duration of the spell, all food you swallow is instantly transported to the stomach of the target creature and any stuffing damage you would take is dealt to the target creature instead. Alternatively, when you cast this spell, you can choose for the spell to work in reverse; all food that the target creature swallows is instantly transported to your stomach and any stuffing damage the target creature would take is dealt to you instead. An unwilling creature can repeat the saving throw each time it takes stuffing damage through this spell, ending the spell on a success.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

 

 

Stretch/Compress

3rd level transmutation


  • Classes: Sorcerer, Wizard, Artificer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a few chips of lead)
  • Duration: Concentration, up to 1 minute

You cause a humanoid you can see within range to grow larger or smaller for the duration. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. Everything a target is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. This transformation may cause the target’s burdened or emaciated state to change.

Stretch. The target’s height, Bulk Threshold, and base weight double, though its current weight stays the same. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

Compress. The target’s height, Bulk Threshold, and base weight are halved, though its current weight stays the same. This reduction decreases its size by one category—from Medium to Small, for example.

Create Fattening Food and Drink

4th-level Conjuration


  • Classes: Cleric, Druid, Paladin, Artificer
  • 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 pint 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.

Incite Vulnerability

3rd-level Transmutation


  • Classes: Warlock, Sorcerer
  • Casting time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Concentration: up to 1 minute

You flood a creature with enough raw Lipomantic magic to weaken their body’s resistances! You choose a creature you can see within range and besiege them with energy. They must make a Constitution Saving Throw. On a success, the spell has no effect. On a failure, you choose one of the following damage types. The affected creature is vulnerable to that type and incurs an additional penalty.

  • Stuffing: All food they eat during the spell’s duration is considered fatty food, and upon failing the save, they gain 1d10 pounds of food in their stomach.
  • Fattening: All bulk gained from fattening damage adds Bulk equal to 10x the damage dealt, rather than 5x.
  • Inflation: When an attack is made by the affected creature, they inflate by 4d10. At the end of each of its turns, an affected creature can make a Constitution saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using. a spell slot of 4th level or higher, you can target one additional creature within 30 ft of the original target for every spell level above 3rd.

 

 

Alluring Feast

4th level enchantment


  • Classes: Bard, Cleric, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (non-slimming food worth at least 1 GP, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You create a feast in an unoccupied space within range. The feast occupies a 5 foot cube and consists of a number of pounds of fatty food equal to your spellcasting ability modifier. When a creature enters within 10 feet of the feast for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or be charmed by you. A creature which eats the food made by this spell automatically fails this save, and a creature that is peckish has disadvantage on the save. The feast produces a number of pounds of fatty food equal to your spellcasting ability modifier per creature charmed by you in this way at the start of each of your turns.

While charmed in this way, a creature must spend its movement, action, and bonus action to move towards the feast and eat the food provided by it. The creature doesn’t move into obviously dangerous ground.

A creature charmed by the Feast can repeat the saving throw against its effects on the end of each of its turns, but suffers disadvantage on these saves until it is stuffed. On a success, it is no longer charmed by you and cannot be charmed in this way until the next time the creature becomes peckish.

Embulking Smite

4th level evocation


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

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 4d6 force damage to the target, and the target must make a Constitution saving throw. On a failure, the target gains enough weight to push it past its immobility threshold and an additional 1d100 pounds until the end of its next turn. A creature without bulk limits instead gains 100d100 pounds until the end of its next turn.

Nature’s Bounty

4th level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S, M (a sappy plant stem)
  • Duration: Concentration, up to 1 minute

Writhing, sappy vines fill a 20-foot square on the ground that you can see within range. For the duration, these vines turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d10 stuffing damage and be restrained by the vines until the spell ends. A creature that starts its turn in the area and is already restrained by the vines takes 2d10 stufing damage. Food eaten due to taking stuffing damage from this spell is fattening instead of average, a creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Bellowing Wind

4th level evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to inhale deeply and tremendously, their form expanding outwards with the air filling it. Until the spell ends, their movement speed is halved, and the creature can use an action to exhale a powerful, galing, tempestuous blast of wind outwards in a 40-foot cone, ending the spell as a result. Each creature in that area must make a Strength saving throw, getting pushed back 2d4 x 10 feet back from the direction of origin on a failed save, or half as far on a successful one.

If you have a creature grappled, you may attempt to blow this magical gale into them. The grappled creature must make a Constitution saving throw. On a failure, the target takes 6d8 inflating damage, or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the dice rolled increases by 1d4 for the cone, and 1d8 Inflating Damage for each slot level above 4th.

 

 

Meld into Flesh (Ritual)

4th level transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

You step into a fleshy object, surface, or willing creature large enough to fully contain your body, melding yourself and all the equipment you carry with the flesh for the duration, and adds your weight to it. Using your movement, you step into the flesh at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the flesh, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the flesh. You can use your movement to leave the flesh where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the flesh doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. If inside the flesh of another creature, this occurs when they drop to 0 hit points as well. The flesh’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

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.

Softskin

4th-level abjuration


  • Classes: Druid, Ranger, Sorcerer, Wizard, Artificer, Warlock
  • 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 a melee attack to make a Dexterity saving throw. On a failure, the attack hits that creature instead. On a success, the attack hits as normal.

Holding Hoses

4th level conjuration


  • Classes: Wizard
  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S, M (a hose)
  • Duration: Concentration, up to 1 minute

Squirming, thick rubber hoses fill a 20-foot square on ground that you can see within range. For the duration, these hoses turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 inflating damage, and be restrained by the hoses until the spell ends. A creature that starts its turn in the area and is already restrained by the hoses takes 3d6 inflating damage.

A creature restrained by the hoses can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

 

 

Wolfen’s Encampment

4th level Evocation (Ritual)


  • Classes: Wizard
  • Casting time: 10 minutes
  • Range: Self (20 foot cube)
  • Components: V, S, M (4 metal rods each at least 1 ft in length)
  • Duration: 8 hours

An immobile barrier of energy steadily materializes around the caster in a 20 foot cube, the form of the field taking the shape of a basic cabin. The spell ends if you leave its area.

The area is in total 400 square feet, being 20 feet on all sides, large enough to fit up to 16 other medium or smaller creatures. Large and Huge creatures can also fit within the cube, but a Large creature takes up the space of 4 medium creatures, and a Huge creature takes up the space of 9 medium creatures. The spell fails if its area includes a larger creature or the creatures within take up more space than 16 medium creatures. Creatures and objects within the cube when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the cube or be cast through it. A disintegrate spell will destroy the cube completely.

The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Heroic Belch

5th level evocation


  • Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (60 foot cone)
  • Components: V, S
  • Duration: Instantneous

Courage wells up within you upon the casting of this spell, building up until you feel as if you could conquer anything! However, this feeling is actually the caster’s middle swelling outwards, ready to release a booming and boisterous burp. Each creature in a 60-foot cone must make a Constitution saving throw. On a failure, the creature takes 10d6 thunder damage and is deafened for one minute. On a success, the creature takes only half damage and is not deafened. While deafened, a creature may repeat the save at the end of each of its turns to end the effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d6 for each slot level above 5th.

Stomach Sentinel

5th level transmutation


  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (an eyeball)
  • Duration: 1 minute

Touch a willing creature. They are magically transported into your stomach. While swallowed in this way, the creature ignores the “Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage” portion of the Blinded and Restrained conditions. The creature has blindsight up to 30 feet, and may attack and cast spells at creatures outside of the caster. While attacking or casting, the creature only has three fourths cover instead of full for the duration of the attack or spell.

Once the spell ends, the caster is forced to orally expel the creature in a space within 5 feet of them, exiting Prone.

Amazonian Figure

5th-level Transmutation


  • Classes: Cleric, Druid, Paladin
  • 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, lift, 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.

 

 

Cone of Cholesterol

5th level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (60 ft cone)
  • Components: V, S, M (A tiny ball of butter and a cup of oil)
  • Duration: Instantaneous

A blast of swirling, fattening oils and energy erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 Fattening Damage on a failed save and their movement speed is halved until the end of their turn as they get used to the new weight, or half as much damage and no halfing of their movement speed on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Blueberrify

5th-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A blueberry)
  • Duration: Concentration, up to 1 minute

A blueberry shoots from your hand, flying into the mouth of a creature you can see within range to attempt to inflate it with blueberry juice. The target must make a Constitution saving throw. On a failure, the target takes 4d8 Inflating damage and, as an action on each of your turns, you can automatically cause the target to take 4d8 Inflating damage. On a success, the target only takes 2d8 Inflating damage and the spell ends. The spell also ends if you use your action to do anything else or if the target is outside of the spell’s range or has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Inflating 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. On a failure, its BT increases by 1. If the creature does not have bulk limits or is already at BT 5, it simply gains 10d100 pounds of fat.

Feeding Frenzy

5th level conjuration


  • Classes: Bard, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A piece of food or drink)
  • Duration: Instantaneous

You flourish the food used in the casting and then vanish to strike like a comet. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 stuffing damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Immobilize Monster

5th-level Transmutation


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

Your magic temporarily fattens a creature into helplessness. The target must make a Constitution saving throw. On a failure, its BT increases to 5 until the spell ends. Creatures without bulk limits instead gain 100d100 pounds until the spell ends. Any clothing and armor worn by the creature stretches to fit its new size until the spell ends as well. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

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.

Portly Portent

5th level divination


  • Classes: Bard, Cleric, Sorcerer, Wizard, Artificer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (candle wax)
  • Duration: 1 hour

You foresee a future where you narrowly dodge a number of hazards or perils, but are much heavier. For the duration of the spell, you cannot be surprised and have advantage on all saving throws, and when you trigger a trap or are targeted by an attack that your allies are not aware of, you have enough time to shout out one word to warn them. Each time you roll a saving throw or recieve one of this spell’s other benefits while it is in effect, you take 1d8 Fattening Damage.

 

 

Rampant Vitality

5th level transmutation


  • Classes: Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This risky spell channels an overload of life energy through your body. Your health and physical prowess are greatly augmented, but the excess power raging through your body is absorbed, manifesting on your frame as fat. For the duration of this spell, your Strength and Constitution scores are each increased by 4, and you take 1d10 Fattening at the end of each of your turns.

When this spell ends, you suffer a further backlash as the accumulated life energy coalesces all at once, causing you to put on a surge of weight. For each round the spell lasted, you gain 2d12 Fattening Damage in weight.

Slavering Beast

5th level enchantment


  • Classes: Druid, Ranger, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (alchemist’s supplies)
  • Duration: Concentration, up to 1 minute

You force one creature you can see to make an Intelligence saving throw. A willing creature can fail the save automatically. If it fails, the target’s maw becomes a natural weapon which deals 1d12 piercing damage on a hit. The natural weapon is magic and has a +2 bonus to attack and damage rolls made with it.

For the duration of the spell, the target regards all creatures it can see as enemies, allies included. Each time the target takes damage, it can repeat the save, ending the effect on a success. At the beginning of each of its turns, the target must use its movement to move toward the nearest creature by the shortest path possible and use its action to bite it if it is within reach. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Conjure Food Creature

6th level conjuration


  • Classes: Druid, Warlock, Wizard
  • Casting Time: 1 Minute
  • Range: 90 ft
  • Components: V, S, M (10 lbs. of fatty food)
  • Duration: Concentration, up to 1 hour

You call forth a food based creature from elsewhere that fills a 10-foot cube within range. A food based creature of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it.

The food creature is friendly to you and your companions for the duration. Roll initiative for the food creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the food creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the food creature doesn’t disappear. Instead, you lose control of the food creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled food creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the food creature’s statistics. Sample food creatures can be found below.

Sample Food Creatures
CR Creature Name
5 Cake Golem
5 Feeder
5 Food Elemental
5 Sweet Puddding

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

 

 

Flesh to Chocolate

6th level transmutation


  • Classes: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (a bar of chocolate)
  • Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into pure chocolate. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failure, it is restrained as its flesh begins to harden. On a success, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to chocolate and subjected to the Petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

The creature’s weight is equal to the amount of chocolate in food that can be eaten.

If you maintain your concentration on this spell for the entire duration, the creature is turned to chocolate until the effect is removed.

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 sources.
  • Your weight quadruples. You cannot be moved against your will, and are immune to effects that would reduce your 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 causes your melee weapon attacks to deal an additional 1d4 damage.

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

Hungering Trance

6th-level Enchantment


  • Classes: Bard
  • 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 they can see and attempt to consume it using their action. Any food consumed is immediately digested and converted into fat, at a rate of 2 pounds of fat for each pound 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.

Heavy Guardians

Level 6 Evocation


  • Classes: Cleric
  • Casting time: 1 action
  • Range: Self (25ft sphere)
  • Components: V, S, M (a silver holy symbol)
  • Duration: Concentration, up to 10 minutes

Bigger, better, stronger. You call forth spirits greater aligned with your faith, higher up upon the echelon of the deity you serve. If you are good or neutral, their spectral form appears as chubby angelic or fey beings (your choice). If you are evil, they appear as flabby fiends.

When you cast this spell, you can designate any number of creatures you can see to be unharmed by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make an Intelligence saving throw. On a failed save, the creature takes 4d8 fattening damage (If you’re good or neutral) or 4d8 stuffing damage (If you’re evil) and are blinded by bright light(If you’re good or neutral) or darkness(If you’re evil). Additionally, creatures that you designate to not be harmed are fattened by 4d8lbs upon entering the sphere for the first time on their turn, or beginning their turn there.

 

 

Amplify Gravity

7th level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

This spell amplifies gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures have their bulk limits quartered, any objects have their weights quadrupled, and any ground in the area counts as difficult terrain. Creatures in the area suffer disadvantage on Dexterity checks and Dexterity saving throws. A flying creature that isn’t on the ground at the end of each of its turns must succeed on a Strength saving throw or fall. Creatures in this area take twice as much damage from falling.

Raze Restraint

7th level enchantment


  • Classes: Bard, Cleric, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snapped chain link)
  • Duration: Concentration, up to 1 minute

Up to 10 creatures you can see within range must make an Intelligence saving throw. On a failure, a creature takes 6d10 psychic damage, gains a number of pounds of fat equal to the damage it took, and suffers from the effects of being Peckish for the duration of the spell. On a success, a creature takes 3d10 psychic damage and the spell ends.

Flash Flesh

7th level transmutation


  • Classes: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (a stick of butter)
  • Duration: Concentration, up to 1 minute

You attempt to channel raw fattening magic into a target, causing them to gain incredible amounts of weight very quickly. The creature must make a Constitution saving throw. On a failure, the creature gains enough weight to bring it to its next bulk threshold. On a successful save, the creature isn’t affected.

A creature who failed the first save of this spell must make another Constitution saving throw at the end of each of its turns. Upon each failure, they gain enough weight to push them to their next bulk threshold. If it successfully saves against this spell three times, the spell ends. The successes don’t need to be consecutive. If a creature is at their Helpless threshold from fat and fails a save, they instead gain 50d100 pounds.

Swellicious Spray

7th level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (60 ft cone)
  • Components: V, S
  • Duration: Instantneous

Six unique, swirling, concentrated beams of raw expanding and chaotic energies crackle forth from your hands. Each beam is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Constitution saving throw. For each target, roll a d6 to determine which color ray affects it.

  • 1. Fattening. The target takes 10d6 fattening damage on a failed save, or half as much damage on a successful one.

  • 2. Bloating. The target takes 10d6 inflating damage on a failed save, or half as much damage on a successful one.

  • 3. Stuffing. The target takes 10d6 stuffing damage on a failed save, or half as much damage on a successful one.

  • 4. Blorping. The target gains 12d50 pounds on a failed save, or half as many pounds on a successful one.

  • 5. Chocolate. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to chocolate and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. The creature’s weight is equal to the amount of chocolate in food that can be eaten.

  • 6. Special. The target is struck by two rays. Roll twice more, rerolling any 6.

 

 

Delayed Blast Fatball

7th level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, S, M (A tiny ball of butter and sulfur)
  • Duration: Concentration, up to 1 minute

A warbling, translucent ball of energy streaks from your pointing finger, then condenses to linger at a chosen point within range as a bright, warbling bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low boom of energy, and nearby creatures are buffeted with fattening force that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fattening damage equal to the total accumulated damage on a failed save or half as much on a successful one. The spell’s base fattening damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt into fattening force. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The blast 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 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Fwoumpify

7th level conjuration


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (a filled balloon)
  • Duration: Concentration, up to 1 minute

You attempt to render a target into a helpless balloon in one large conjuring of air inside of them. The target must make a Constitution saving throw, or be brought to their Taut inflation threshold for the duration of the spell. If the spell is concentrated on for the whole duration, the air may only be expelled on a long rest, unless magical aid is used.

Summon Fatcubus

7th Level Conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a pig killed within the last 24 hours)
  • Duration: Concentration, up to 1 hour

You profess insatiable hunger, summoning a fatcubus. The fatcubus appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The fatcubus is unfriendly toward you and your companions. Roll initiative for the fatcubus, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake a corruptive act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the fatcubus (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the fatcubus’s true name. If your check fails, the fatcubus becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the fatcubus carries out your command— such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the fatcubus doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual fatcubus’s talisman, you can summon that fatcubus if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

 

 

Souff’s Seismic Strike

Level 7 Transmutation


  • Classes: Wizard
  • Casting time: 1 action
  • Range: 5 feet
  • Components: Somatic
  • Duration: Instantaneous

Instantly gain 10d100 lbs. Make a melee spell attack against a creature. On a hit, they take 10d10 Bludgeoning damage as you use all the speed and force of your lighter weight to strike at a much much heavier one. The creature struck must then make a Constitution saving throw. On a failure, the target is Stunned until the start of your next turn.

When you cast this spell using a spell slot of 8th level or higher, increase damage by 1d10 and gain an additional 1d100 lbs for each level above 7th

Adipose Armor

8th Level Abjuration


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

Your fat surges and billows to deflect and absorb damage. For the duration of the spell, you have resistance against bludgeoning, piercing, and slashing damage, as well as against one of acid, cold, fire, lightning, poison, or thunder damage (your choice), and whenever you take damage of one of the types this spell grants you resistance to, you gain a number of pounds of fat equal to the damage you took.

The Blob

Level 8 Transmutation


  • Classes: Wizard, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V,S,M (A piece of cutlery that costs 500gp)
  • Duration: Concentration, up to 10 minutes

You instantly gain 10 billion lbs and are considered to be Gargantuan (100x100) in excess bulk. You are immune to all damage for the duration of this spell. All creatures in the radius of the 100x100 is immediately given the Smothered condition

Cornucopia

8th Level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a food vessel worth at least 100 GP)
  • Duration: 24 hours

You transform a food vessel into a cornucopia which never stays empty for long. For the duration of the spell, the cornucopia fills up with fatty food whenever a creature holding it speaks the name of the food it desires as a bonus action. The cornucopia can hold 1 pound of any liquid or solid food, cleaning itself between uses, and it cannot spill; a creature must use its action to take or consume food from the cornucopia. Food generated by the cornucopia preserves for a number of days equal to your spellcasting modifier, and drink lasts twice as long before becoming stagnant. A creature gains 1d6 pounds of fat and heals as many hit points after eating 1 pound of food from the cornucopia.

Casting this spell on the same vessel every day for a year makes the transformation permanent.

Knights of the Round

9th Level Conjuration


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a figurine of a knight worth 100 gp)
  • Duration: Instantaneous

You call upon legendary knights of bounty. You choose up to 13 points that you can see within range. At each point a summoned knight appears and feeds all creatures it can reach an overwhelming amount of food. Each creature in a 20-foot radius centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 stuffing damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Food eaten due to taking stuffing damage from this spell is fattening instead of average, and an affected creature gains weight in pounds of fat equal to the bludgeoning damage dealt. A creature in the area of more than one summoned knight is affected only once.

 

 

Dessert Storm

9th Level Conjuration


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A sugary maelstrom forms in a cylinder with a radius of 360 feet and up to 5,000 feet tall, centered on a point you can see, and the area becomes lightly obscured for the duration of the spell. A wave of magic causes food in the area to multiply within this area. Within the maelstrom, uncovered food is carried into the storm as it grows, while food in containers expand to fill their vessels to the brim. Creatures with food in their stomachs may feel the effects of this as well. Each creature in the maelstrom when it appears must make a Constitution saving throw. On a failed save, a creature takes 1d6 force damage and 1d6 stuffing damage and is effectively forcefed enough food to make them full to their engorgement limit if they were not already. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2. Coagulated sweets fly dangerously through the whirlwind. Each creature in the maelstrom takes 1d6 stuffing damage.

Round 3. A crackle of greased lightning kicks up through the maelstrom. Six creatures of your choice within the maelstrom’s area are struck by bolts of lightning. A given creature can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one, and gains a number of pounds of fat equal to the damage taken.

Round 4. Howling winds kick up biting grains of sugar. Each creature and object under the cloud takes 1d6 piercing damage and 1d6 stuffing damage.

Round 5-10. Hot chocolate rain spirals on heavy winds through the maelstrom. The maelstrom’s area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 fire damage. Ranged weapon attacks in the area are impossible. The searing chocolate and buffeting wind counts as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Mass Fwoompify

9th level conjuration


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S, M (a bundle of filled balloons)
  • Duration: Concentration, up to 1 minute

You attempt to render up to ten creatures into a helpless balloons in one large conjuring of air inside of all of them. The creatures must make a Constitution saving throw, or be brought to their Taut Inflation threshold for the duration of the spell. If the spell is concentrated on for the whole duration, the air may only be expelled on a long rest.

Power Word Expand

Level 9 Evocation


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting time: 1 action
  • Range: 60ft
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes a creature within range to instantly gain weight to the point that they are rendered helpless. If the creature you choose has 100HP or less, it expands. Otherwise, the spell has no effect.

 

 

Monsters and NPCs

Calculating Thresholds

A GM can determine a monster’s BT and IT maxima the same way as for a player’s character: Taking the brownie as an example its Bulk limit would be 52lbs [10(8Str+13Con)] and its Inflation Limit would be 77lbs.

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.”

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

 

 

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 alter 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 golem 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) stuffing damage.

Food Blast. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8+4) stuffing damage.

Ginger Hag

Medium fey, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 91(14d8 + 28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+5) 14 (+3) 16 (+2) 12 (+1) 13 (+1) 16 (+3)

  • Saving Throws Wis +4
  • Skills Nature +4, Perception +4, Stealth +6, Survival +4
  • Damage Immunities Stuffing
  • Damage Resistances Fattening, Inflating
  • Senses darkvision 60ft., passive Perception 14
  • Languages Common, Giant, Sylvan
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At Will: Mealstrom, Detect Magic, Find Food and Drink

2/day each: Overabundance, Alluring Feast, Planeshift (self only)

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

Magic Cook. Once a day, the Ginger Hag can produce an immense feast, consisting of: 5 fatty cakes (4 pounds each), 4 immense beef pot pies (3 pounds each), 3 plates of 20 cookies (each plate having 2 pound cookies), 2 stuffed turkeys (each turkey weighing 5 pounds) , and a roasted dire boar on a spit. (1,200 pounds)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage

Suppertime Sampler. Melee Spell Attack: +6 to hit, reach 30ft., one target. Hit 18 (4d6 + 4) stuffing damage, and the target makes a DC 14 constitution save. On failure, they take 2d4 fattening damage and are cursed until the hag dies or the curse is removed. The cursed creature, gains 2 hit die in fat whenever it finishes a long rest

 

 

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) fattening 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 60 (10d10+5) Fattening Damage, or half as much on a successful one.

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, taking 60 (10d10+5) Fattening Damage, 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.

 

 

Fatspawn

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


  • Armor Class 16 (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)

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

Unburdened. 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) fattening damage.

Fat Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fattening damage.

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 success. If the charm ends, the creature is immune to the fatling’s Fiendish Charm for the next 24 hours. The fatling can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Fatspawn

The direct child of a powerful gluttony-aligned fiend (usually a fatcubus) and a humanoid (usually a human). Fatspawn 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. Fatspawn 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. Fatspawn tend to spread their love for size and weight to those around them. Those who spend a large portion of time around the Fatspawn or who are repeatedly charmed by them often find their attractions leaning toward individuals who share the Fatspawn’s propensity for enormity, and they just as often find their own waistlines mirroring their fiendish friend’s. Fatspawn 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 fatty food.

Actions

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

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.

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.

 

 

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, fatbolt (1d8), mealstrom

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) stuffing damage. 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) fattening damage. On a successful saving throw the creature still takes half the damage.

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).

 

 

Fit Knight

Medium humanoid (any race), any alignment


  • Armor Class 16 (Scale Mail)
  • Hit Points 75 (10d8 + 30)
  • Speed 30ft.
  • Bulk limit 320, Avg. Weight 175 lbs.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 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)

Dietary Strikes. Once per turn, when the Fit Knight hits with a melee attack, they may cause the target to lose the damage dealt in pounds of fat or muscle.

Weight Recovery. Once per combat, The Fit Knight can use their action to lose 1d6x10 excess pounds

Powerful Physique The Fit Knight is not effected by being made taxed or burdened by excess weight.

Actions

Multiattack. The Fit Knight makes two melee attacks.

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

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.

 

 

Bluzzers

A bluzzer is a typical insectoid creature, making their home in hives amongst trees, or other elevated areas. They are as large as an average humanoid’s chest. It’s carapace is smooth and sturdy. They are easily identified by their unique wing shape, blue hue, and bulbous abdomen.

Adipose Abdomen. The potent venom in a bluzzer’s abdomen is fattening in nature. Once stung and injected, creatures experience a sudden addition of weight upon their form, and continue to swell with flab slowly as the venom courses through their veins.

Fat Extraction. Bluzzers rely on the fat of other creatures for nutrients. They swell up creatures with their venom to plump them up, to then extract their fat with their proboscis and bring it to their hive. This process is suprisingly efficient, as the venom creates a lot of fat for a single bluzzer to extract, victims usually end up plumper and plumper with each round of venom, even after any bluzzers extract fat from them.

Guerilla Tactics. Bluzzers operate on hit and run tactics. They prefer to fly in, inject their venom and fly away. They return to their hive to resupply their venom, and come back for another strike. Once a target has been immobilized, they move onto the next. Once all targets are immobilized, they await for the victim(s) to fall into unconsciousness to extract fat from their form, unless the creature is willing.

Humongous Hives. To house such unusually large insects, a bigger hive is required. These hives can take up the entirety of space between the branches of a large tree, and depending on the scale of the colony, even entire sections of canopies. It is common to see immobile creatures in bluzzer territory, so swollen with flab they are unable to escape being made larger and used to extract more fat from them.

Kind Until Refused. Bluzzers are not totally aggresive by nature. Upon finding a creature, or a creature wandering into their territory, they will first attempt to slowly hover towards and inject their venom into a creature. Once refused, they will begin to be more forceful.

Many in Number. While it is not uncommon to see a bluzzer alone, they are typically travelling in small to large swarms.

Matrons. Bluzzers answer to the matrons of their hives. The matrons are responsible for birthing more bluzzers, which is accomplished more effectively with how much extracted fat is given to them. There can be more than one matron in a hive, depending on it’s size. They would only be seen outside their hive if it is set on fire, destroyed, or relocating to another part of the hive.

Proboscis And Stinger. Both these pointy piercers can be painful – but if a creature is willing towards the piercings, the saliva of a bluzzer can nullify the pain from these intrusions.

Soothing Hue. Bluzzers have a calming blue hue through evolution, as it typically does not alarm creatures as much as yellow or red. This invites more curiousity towards a bluzzer rather than avoiding them all together.

Bluzzer

Small beast, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 13 (2d6 + 6)
  • Speed fly 40 ft.
  • Bulk 60 lbs., Avg. Weight 20 lbs.

STR DEX CON INT WIS CHA
5 (-2) 16 (+3) 16 (+3) 3 (-4) 18 (+4) 6 (-2)

  • Senses Passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Passive Pokes. If a creature is not hostile towards the bluzzer, its allies, or its hive, and is a willing recipient of the ‘Proboscis’ and ‘Sting’ actions, the dice rolled are only to determine the amount of fat lost or gained, and does not do damage.

Actions

Proboscis. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage, remove fat equal to the damage dealt.

Stinger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) fattening damage, and the target must make a DC 14 Constitution saving throw, or become subject to its venom for one hour. While stung in this way, every two minutes passed results in a pound gained. Staying under the effects for the whole duration causes the target to gain twenty additional pounds, and be nourished for the day. If under the effects of this venom while the target reaches 0 hit points, the target is stable, and does not make death saves.

 

 

Bluzzer Matron

Small beast, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 42 (5d10 + 15)
  • Speed fly 20 ft.
  • Bulk 80 lbs., Avg. Weight 40 lbs.

STR DEX CON INT WIS CHA
7 (-1) 14 (+2) 16 (+3) 3 (-4) 18 (+4) 8 (-1)

  • Senses Passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Passive Pokes. If a creature is not hostile towards the bluzzer matron, its allies, or its hive, and is a willing recipient of the ‘Proboscis’ action, the dice rolled are only to determine the amount of fat lost, and does not do damage.

Actions

Multiattack. The bluzzer matron makes two attacks with its proboscis.

Proboscis. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (4d4 + 2) piercing damage, remove fat equal to the damage dealt.

Spawn Bluzzers (Recharge 5-6). The bluzzer matron spawns 1d2 bluzzers to fight, in adjacent spaces to itself.