Devouring & Digesting 2.0

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

This is an edited version of the original rules. Credits are at the end of the document.

Gobbling Goblins

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

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

Wait, what?

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


Meet and Eat

New Action: Devour

When you want to swallow a creature, you can use your attack action to make a special attack: Devour. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. You must be grappling a creature to target them with this attack, and you cannot Devour a creature that is in the process of being eaten.

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

During a Devour Contest, both you and the target are restrained. Being restrained in this way doesn't give you disadvantage on Devour attacks. On subsequent turns, you can use the Devour attack again on the same target. If you succeed, you can mark an additional Success. If you fail, you make no progress. These successes represent how close the predator is to consuming the prey, or how close the prey is to escaping. The predator can choose to end the contest at any time, releasing the grapple.

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

When a predator meets the required number of successes, the Devour Contest ends and the prey is Swallowed (see below).

New Action: Escape

When you are the subject of a Devour Contest, you can take your turn normally, or use your action to Escape. Make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the predator's Strength (Athletics) check. Being restrained because of the Devour Contest doesn't give you disadvantage on this check. If you succeed, mark a single Success. If you fail, your turn ends. If you gain a total of three successes, the Devour Contest ends and you are no longer grappled.

Digestion

Once a predator successfully devours a target, digestion can begin. Once per turn as a free action, a predator can choose to inflict acid damage on all occupants of its stomach. This damage is equal to the predator's Constitution modifier plus a number of d4, as given in the following table.

Digestion Damage
Level / Hit Dice Extra damage
4th or lower 1d4
5th-8th 2d4
9th-12th 3d4
13th-16th 4d4
17th or above 5d4

A creature reduced to 0 HP by this damage is killed, and their body is destroyed (the creature does not roll death saves).

Variant Rule: Tough Prey

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

  • When a creature with half or more of its maximum HP takes the Escape action or is the subject of a Devour check, instead of rolling, it can choose to treat the check as if it rolled a 15 on the d20. It must make this decision before rolling. This does not apply to the creature's own Devour attempts, or any Struggle attempts of a Swallowed creature.

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PART 1 | Devouring and Digesting V2.0

Sweet Freedom

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

A predator can use their action to Regurgitate a single occupant, determined randomly. Regurgitated creatures land prone in an adjacent square of the predator's choice.

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

Capacity

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

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

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

Capacity by Size
Size Capacity
Smaller than Tiny 1/2
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32

When over capacity, a creature's speed is reduced by half. They also have Disadvtanage on Stealth checks, Acrobatics checks,and Dexterity Saving Throws. If a creature ever starts its turn at over Maximum Capacity, it takes 1d10 bludgeoning damage per point over Maximum. Races with the Large Frame trait count as a size larger when caclulating capacity.

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

Variant Rule: Realistic Encumbrance

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

  • Predators that are over Capacity are Restrained.

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

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

Benefits to a Healthy Diet

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

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

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

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

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

Variant Rule: Weight Gain

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

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

Disposal

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

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PART 1 | Devouring And Digesting

Binger Beware

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

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

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

Mouths aren't the only way in...

A Devour check doesn't have to be made with your maw! You can use any means appropriate to your physiology when starting a Devour Contest. Just make sure that other players are comfortable with your method of ingestion.

Swallowed Creatures

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

As an action, a Swallowed creature may make a Struggle attempt. They may make a Strength Saving Throw the against predator's Stomach DC.


Stomach DC = 8 + Predator's proficiency bonus + Predator's Constitution modifier

A creature larger than its predator has advantage on Struggle attempts. On a success, the predator takes a level of Exhaustion. All Exhaustion levels gained this way disappear when a predator's stomach is emptied, either by finishing digestion or by releasing all occupants.

A Swallowed creature can still take other actions, but doing so becomes more difficult. When attacking a creature from within its stomach, it is considered to have an AC of 15 and resistance to all damage. If you attempt to cast a spell, you must first succeed on a Constitution saving throw (this is a spell concentration check). The DC for this saving throw is the predator's Stomach DC. On a failure, the spell fails and any spell slot used to cast it are wasted.


Variant Rule: Lingering Prey

Different players enjoy different kinds of digestion. Some even want their characters to be awake to experience it! Feel free to implement the following flavor rules if this sounds like anyone your group:

  • Any creature can choose to deal non-lethal damage with any attack or effect, except for digestion damage.
  • At the player's preference, a character at 0 HP can continue to remain conscious, speak, and even retain some movement (but can't perform meaningful actions). The characters are otherwise still considered Unconscious.
  • Similarly, when a character "dies", their player can choose to delay their death momentarially. This represents the last moments of a doomed creature before it finally succumbs, giving them a chance to sputter out some last words or experience their digestive demise first-hand.

Players can apply these effects to any creatures they reduce to 0 HP, and the DM can always overrule these options and decide that a character must fall unconscious or expire if the situation calls for it.

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PART 1 | Devouring And Digesting

Vore Spells

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

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

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

Amplify Acids

2nd-level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes)
  • Duration: 1 Minute

The target's gastric acids magically intensify, quickly melting any devoured creatures to sludge.

For the duration of the spell, the target's deals an additional 2d4 acid damage when it digests its prey. An unwilling creature may attempt a Dexterity saving throw to resist this effect.

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

Assimilate

8th-level Necromancy


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

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

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

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

Belch

Evocation Cantrip


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

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

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

Digestive Barrier

2nd-level Abjuration


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

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  • Duration: 1 minute

A backup plan is always helpful. Choose a creature within range that is being swallowed. For the duration of this spell, the target is Immune to all digestion damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration is 10 minutes, plus 10 minutes for each slot level above 3rd.

Dimensional Stomach

4th-level Conjuration (Ritual)


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

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

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

Expand Stomach

1st-level Transmutation (Ritual)


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

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

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

Greater Belch

3rd-level Evocation


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

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

Growl

Enchantment Cantrip


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

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

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

Heave

2nd-level Enchantment


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

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

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

Inhale

5th-level Evocation


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

Your mouth widens and a gale-force wind draws in nearby prey. Until the spell ends, you gain the ability to inhale a vortex of air as an action on each of your turns. All creatures in a 20 foot cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 4d8 bludgeoning damage. A creature that succeeds on this saving throw is not moved and takes half damage. A creature reduced to 0 HP by this damage is instantly devoured by you and digested.

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

Instant Digestion

4th-level Evocation


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

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

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

Intoxicate

3rd-level Enchantment


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

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

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

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

Lick

Necromancy Cantrip


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

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

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

Maddening Hunger

3rd-level Enchantment


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

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

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

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

Marianna's Metamorphasis

5th-level Transmutation


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

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

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

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

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

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

Mind Absorption

4th-level Divination


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

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

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

Maximize

6th-level Transmutation


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

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

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

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

Minimize

6th-level Transmutation


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

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

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

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

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

Ooze Form

3rd-level Transmutation


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

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

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

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

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

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

Power Word Swallow

9th-level Transmutation


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

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

Sophi's Ravenous Consumption

3rd-level Transmutation


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

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

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

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PART 2 | Vore Spells

Soul Assumption

4th-level Necromancy


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

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

Sweltering Pot

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A miniature iron cooking pot)
  • Duration: Concentration, up to 1 minute

You conjure an already-bubbling cook pot to ensnare your meal. Make a melee spell attack against the target. On a hit, the target takes 2d4 fire damage as it is plunged into a scalding pot of water for the spell's duration.

A creature in the pot is incapacitated has total cover from outside effects, except for Devour attacks. At the end of each of its turns, it can make a Strength check against your spell save DC. If it succeeds, it breaks free from the pot and the spell ends.

On your turn, you can use your action to season the stew, dealing 2d4 fire damage to the captured creature. You make Devour attacks on the target with advantage, and the spell ends when the target is swallowed.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial fire damage and the fire damage from seasoning the stew both increase by 1d4 for each level beyond 2nd.

Tongue Lash

1st-level Transmutation


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

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

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

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PART 2 | Vore Spells

Vore Feats

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

Ambush Predator

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

  • You may attempt to Devour a creature without grappling them first if you are Hidden from them.
  • When you successfully start a Devour Contest with a creature that you were hidden from, you can mark two successes instead of one.

Arcane Prison

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

  • Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate Person. Spells that attempt to do so auotmatically fail.
  • When a creature in your stomach attempts to cast a spell, it has disadvantage on its Constitution saving throw. If the spell fails, you recover hit points equal to twice the level of the expended spell slot.

Belly Rub

You have an expert touch, able to rub and massage a gut to get it to do exactly what you want. You gain the following benefits.

  • As an action, you can rub the belly of one willing predator within 5 ft. (including yourself). On its next turn, that predator deals an additional 2d4 damage when it digests Swallowed creatures.
  • While Swallowed, you can use your action to try and appease the stomach you're trapped in. Make a Wisdom (Medicine) check against the Stomach DC. If successful, until the start of your next turn, the predator deals no digestion damage and experiences a euphoric bliss.

Bottomless pit

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

Escape Artist

Prerequisite: Size Small or Smaller

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

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

Hypnotic Hunter

Prerequisite: Able to cast at least one Enchantment spell

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

  • When you attempt to Devour a creature that is Charmed by you, it does not count as a hostile or harmful action for the purpose of ending a spell early.
  • A creature Charmed by you takes no actions while in your stomach.

Messy Eater

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

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

Poisonous Prey

You have some natural defenses that kick in once a creature tries to gulp you down. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • Whenever a creatue uses its action to digest you, it must succeed on a Constitution saving throw or become poisoned for 1 minute. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier. Creatures poisoned in this way can repeat the saving throw at the start of each turn, ending the condition on a success.

Soothing Stomach

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

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

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PART 3 | Vore Feats

Slow System

You take your time with your meals, whether they like it or not. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Instead of digesting, you can choose on your turn to give all your Swallowed prey the incapacitated condition. This condition lasts until that creature is no longer swallowed or when it takes damage. Creatures incapacitated in this way can take an action at the end of each hour.

Strong Gut

Your stomach is a severe squeeze, making it harder to escape and more brutal to endure. You gain the following benefits:

  • When attacked by a creature you have swallowed, your AC is 17 instead of 15.
  • Instead of acid damage, you can choose to deal bludgeoning damage when digesting a creature. If you do, add your Strength modifier instead of your Constitution modifier to the damage dealt.

Upsetting Meal

Just because they swallowed you doesn't mean you're out of the fight. You gain the following benefits:

  • The blinded and restrained conditions from being Swallowed don't give you disadvantage on attack rolls.
  • You ignore the damage resistances of any creature that currently has you Swallowed.

Voraphile

Whether through repeated experience or an irrepressible desire, a stomach feels like home to you. Any predatory threats or temptations are redundant. You gain the following benefits:

  • You gain resistance to digestion damage.
  • You have advantage on saving throws against being frightened or charmed by predators who intend to eat you.
  • Instead of making a Struggle attempt, you can choose to overwhelmingly arouse your predator with your squirms. Make a Dexterity or Charisma check with your proficiency bonus against the predator's Stomach DC. On a success, the predator must fall prone at the start of its next turn.

Wary

You're not likely to be fooled into just jumping down someone's throat. You gain the following benefits:

  • You gain proficiency either in Wisdom saving throws or the Insight skill.
  • If a predator's charm effect would prevent you from making an Escape attempt during a Devour Contest or a Struggle attempt while Swallowed, you can immediatelly re-roll your saving throw against the charm, ending the effect on a success.

Wriggly Snack

You're difficult to keep down, mostly because you're good at climbing back up. You gain the following benefits:

  • You gain proficiency in Dexterity saving throws.
  • While swallowed, you can make a Dexterity saving throw in place of a Strength saving throw when making a Struggle attempt.

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PART 3 | Vore Feats

Class Options

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

Barbarian

Totem Option: Serpent

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

Totem Spirit (Third Level)

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

Aspect of the Beast (Sixth Level)

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

Totemic Attunement (Fourteenth Level)

Serpent: While raging, your prey must succeed on four Escape attempts instead of only three.

Path of the World-Eater

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

Boiling Rage

When you choose this path at 3rd level, your rage accelerates your digestion to lethal speeds. You increase the size of damage dice for digestion to d6 instead of d4, and whenever you deal digestion damage, you gain temporary hit points equal to your proficiency bonus.

Immense Appetite

Starting at 6th level, you count as one size larger when calculating your Capacity and the number of successes needed to swallow a creature during Devour Contests.

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

Essence Eater

At 10th level, your digestion damage increases another step to d8, and the temporary hit points gained from Boiling Rage are doubled.


Unstoppable Hunger

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

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PART 4 | Class Options

Cleric

Gluttony Domain

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

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

Bonus Proficiencies

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

Ravenous Blessing

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

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

Channel Divinity: Divine Feast

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

Glutton's Reward

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

Divine Strike

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


Aura of Excess

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

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PART 4 | Class Options

Ranger

Natural Cycle Conclave

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

Nature Cycle Conclave Magic

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

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

Acquired Taste

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

School of Predator and Prey

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

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

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

Uncanny Tracker

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


Counter-Consume

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

Instinct of Predator and Prey

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

Predator: You may attempt to Devour surprised enemies without grappling them first. If they are your Favored Enemy, you may also mark two successes them for the Devour Contest instead of one.

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

Master of the Food Chain

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

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PART 4 | Class Options

Sorcerer

Tarrasque Bloodline

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

Everliving Blood

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

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

Power Siphon

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

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

Arcane Absorption

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

Monstrous Form

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

Titan's Grasp

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

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PART 4 | Class Options

Magic Items

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

Amulet of Preservation

Wondrous Item, Rare (Requires attunement)

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

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

Corset of Binding

Wondrous Item, Uncommon

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

Ring of Spiritual Consumption

Wondrous Item, Rare (Requires Attunement) With this platinum ring, a predator can deny digested souls a conventional afterlife and instead confine them to the user's body. You can use this ring to cast mind absorption or soul assumption without any material components. The ring can't be used this way again until the next dawn. Creatures digested by this effect cannot be restored to life by any means while you choose to keep them imprisoned.

Rod of Seasoning

Rod, Uncommon (Requires Attunement)

The rod has 1 charge, which it regains daily at dawn. As an action, you can expend the rod's charge and point it at one creature you can see within 60 ft. That creature must make a DC 13 Dexterity saving throw. On a success, the rod has no effect. On a failure, the creature is covered in a delicious substance of your choosing (honey is a popular choice).

Immediately, every creature within 30 ft. of the target must succeed on a DC 13 Wisdom saving throw. You or any creature that has never willingly eaten another intelligent being may choose to automatically succeed on this saving throw. On a failure, creatures are overcome with a desire to taste the seasoning and spend the next minute trying to eat the coated target to the best of their ability. Such creatures take no actions besides dash or devour. If it cannot take the devour action (for example, if the seasoned creature is already in a Devour Contest), it spends its action licking and tasting any exposed parts of the seasoned creature.

At the end of their turn, each creature who failed its initial Wisdom saving throw may repeat the saving throw. If it succeeds, or if the coated target is ever swallowed, the effect ends.

Soma's Belt of Capacity

Wondorous Item, Rare (Requires attunement)

This elegant belt is adorned with images of an obscure goddess. While wearing this item, a creature's capacity increases by 8.

Tablet of Greater Antiacid

Wonderous Item, Uncommon

As an action, this bitter pill can be consumed by a predator or fed to it by a creature it has swallowed. The affected predator must succeed on a DC 14 Constitution saving throw or lose the ability to digest creatures for one hour (the target can voluntarily fail this saving throw). This item is consumed in the process.

Talisman of Reformation

Wonderous Item, Very Rare (Requires attunement)

This item takes on the form of an enchanted piece of jewelry or equipment, such as a necklace, bracelet, or earring. It is immune to acid damage and survives the digestive system of any creature that isn't a deity. When a creature attuned to this talisman is digested, the item remains attuned to the creature even after is has perished, and other creatures cannot attune to it during this time. After 1d4 days, the talisman attempts to reform the digested creature. If the creature's soul is free and willing and the talisman isn't being worn, the creature is reformed in a new body as though by the resurrection spell. If successful, the creature appears in the nearest suitable area to the talisman. A creature reforms wearing the talisman and posesses no other gear or equipment.

If the attempt fails, the talisman tries again in 1d4 days. It continues attempting to reform the attuned creature in this way until the creature's soul willingly allows itself to lose attunement to the talisman.

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PART 5 | Items

Credits

Thanks for reading!

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

This version has been edited by deegdumdoodilly, who you can also find on Eka's, or Discord at deeg#4116.

Inspiration

The Devouress Class

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

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PART 6 | Credits