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Gobblin' Goblins

This updated supplement, much like the original, is designed to implement rules into 5th Edition Dungeons & Dragons that allow player characters and NPCs alike to attempt to devour and potentially digest one another. Featuring a voracious combat action, known as "Devour", as well as all new vore-related feats and spells, players will we well equipped to eat (And be eaten by) just about any creature in your Dungeon Master's setting.

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

NSFW Warning (18+)

Yes, this is a fetish-fueled potentially pornagraphic add-on to your vore games. As such, don't use this shit around fucking minors or otherwise SFW environments. Discuss consent as a group and ensure all parties are fine with the use of this content before actually using it as a player or Dungeon Master.

Why the updated version?

VeryBatty did an incredible job with the original supplement, by no means do I beleive I can do a better job. Batty's work as an author, and especially as an artist, were incredible! But unfortunately times change, 5e was newer at the time of the original supplement's release in 2018. But at the time of writing this updated supplement, it is nearly halfway through 2022 and roughly 16 new 5e books have been released since (and another book was released just days prior to the publishing of the supplement by VeryBatty)! Therefore, understandably new spells, items, feats, gear, modules, races, subclasses, and even classes have been released since. Some of these concepts opening new potential or understanding of the 5e rules that did not exist publicly outside of homebrew when the original module was created. Therefore, I and others have determined that a new updated verson may be best to experiment with. This update mostly chooses to address the lack of attention to most non-martial classes, and non-Strength focused character builds as well. Though slight tweaks will be introduced to some rules. Unfortunately I, SouthernDruid, am pretty shite at formatting, and Homebrewery is an interesting writing tool to use, so the formatting of this may be kinda shite overall. This module may still be editted to fix that matter...`


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Meet & 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 by another creature.

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.

Condition: Restrained
  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.

  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

  • The creature has disadvantage on Dexterity saving throws.

Source: PHB, page 292. Available in the SRD.


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 (minimium 1).

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
Character Level Damage
1st-4th 1d4
5th-8th 2d4
9th-12th 3d4
13th-16th 4d4
17th+ 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: Natural Digestion

Digestion is typically not a process one can control easily, should your DM use this rule, you may be forced to roll digestion damage every hour against all consumed creatures and objects.

  • You can only control your digestion for a number hours equal to your Proficiency Modifier per long rest, after which you must roll digestion hourly if you have any creatures or objects inside you.

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: 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. Magical Items are often more durable, but fall under the same general standards.

Warning of Waste!

Please keep in mind that not all players nor DMs will enjoy Disposal-based-content, and therefore any form of disposal should be discussed prior to enacting!

New Action: Regurgitate

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

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

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

Binger Beware!

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

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

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

Variant Rule: Weight Gain

If you, and your fellow players, are interested in characters gaining/losing weight, use these rules:

Meal Size Suggested Weight Gain
Small 2.5lbs - 20lbs
Medium 20lbs - 170lbs
Large 170lbs - 1,300lbs
Huge 1,300lbs - 5 tons
Gargantuan 5 tons - 42 tons
Colossal 42 tons or more
Colossal+ Holy Fuck







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. 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.

Creatures over their Maximum Capacity take 1d10 bludgeoning damage per capacity point of creatures in their stomach over their Max Capacity at the start of their turn in combat, or 6d10 per capacity point every minute outside of combat. Digested Prey do not count towards a predator's maximium capacity when calculating potential overstuffing damage.

Creature Size Capacity
Smaller Than Tiny 1/2
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32
Colossal 64
Colossal+ 128+

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.

Reformation

Optional Feature!

Not all players or DMs like reformation, they feel it is too merciful. These rules offer optional rulesets to allow situational reformation in specific settlements and locations by DM decree. Use is by DM approval only of course!

Reformation Pillars

When a settlement has excess resources, firm foundation, and a bustling population, it only makes sense their more engenuitive artificers will work together to create magical items to protect against voracious fates. These items typically revive or "reform" those who die from voracious means, and depending on the settlement may either be free or taxed. Pillars do not necessarily need to be literal pillars. They could be massive machines, crystals, magic circles, summoning shrines, or any other sort of magical symbolism. All Pillars generally share the same statistics, but may have different appearances and processes as detailed below. It is up to your dungeon master to decide how a pillar behaves though.

Arcane Pillars

An Arcane Reformation Pillar is often created by powerful wizards or artificers after decades of study and the collection of powerful resources and magical items. Odds are an Arcane Pillar is a modified Lich Phylactery, Steam-Punk-styled cloning pod, or an exotic upgraded teleportation circle of sorts. The methods of the arcane are more reliable than other pillars, as they typically don't depend on the creator in specific to be alive to work, but much harder to make and byfar the most rare in most settings.

Divine Pillars

A Divine Reformation Pillar is typically a gift from a deity or angellic presence. Celestial Entities such as the Halfling goddess Yondalla or a powerful couatl may be responsible for the creation or maintanance of such pillars. Divine Pillars have the furthest range of effect, and are far more of a "pick and choose" system, as the divine entities typically have their own standards and targeting. Those who defy the teachings of Lolth are unlikely to receive a reformation from a pillar made by her priestesses, but most drider would surely be given a free revival no questions asked!

Fae Pillars

The Faewild's endless confusion continues to complicate the unexplained with the unexplored. Fae Reformation Pillars are the least reliable to consistantly revive a target how they were prior, but are the most powerful by far. Fae Reformation Pillars can only exist within the boundaries of Fae-occupied settings, such as the Faewild. But theoretically have infinite range within the faewild. These pillars are often made from deal-making entities that enslave those revived with an unpayable debt or curse.


Wish-Born Pillars

A Pillar made from the Wish spell is...random. The DM and spellcaster should decide how Wish may affect the pillar, but the pillar will deactivate without materials after 1d4 days of being created. The wish spell can recharge the pillar again, and recharging a pillar with the wish spell daily for 365 days will make the pillar permanent and never run out of energy.

Pillar Stats

A Pillar of any type generalls follows the same statistics, though the DM is welcome to modify these freely.


Reformation Pillar

Tiny-Gargantuan Object or Construct


  • Armor Class 10
  • Hit Points 40(3d10 + 15)
  • Speed 0ft.
  • Condition Immunities varies
  • Senses varies, usually none
  • Languages varies, usually none
  • Challenge varies

Varying Appearance. Like snowflakes, no two Reformation Pillars are alike. The use of the Identify Spell will identify how, when, and where (if other than the found location) it was made, and who made it.

Revival. Most reformation pillars, when functional, can bring an individual back from the dead. These pillars are created with specific methods of death implimented though (usually vore exclusively). Most pillars have an effective range of 300ft or more, some as large as several miles outwards. When within the range of an active pillar, the dead creature may be revived in a new living body within the nearest open space from where their remains were upon reanimation.

Challenge Option. Think reformation is too easy? You can add an effective DC to add additional risk each reformation! It is advised said DC should be a saving throw relative to the pillar itself, with more effective and powerful pillars having DCs of 10 or lower, and broken or weak pillars having DCs of 15 or higher.

Fuel. Think reformation is too easy still? You can additionally require fuel for a pillar to remain active. Perhaps an Arcane pillar needs gold (encouraging settlements to tax people for using them), perhaps Divine Pillars need blood sacrifices (a life for a life), and maybe Fae Pillars cause exhaustion temporarily (energy for fuel). Without fuel, these pillars shut down, no longer reviving anyone until fueled once again!

Subclasses

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Barbarian

Path of Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Note on Totem Warrior

This supplement does not include all subclass features for the Totem Warrior Barbarian, instead we supply alternative totems to add to the Players Handbook's list of options. For more information on the Totem Warrior, we advise checking the Player's Handbook.

Source: Player's Handbook, Page 50







































Totem Spirit (3rd 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 predator.
Hare: While raging, when you are Grappled or Devoured by a creature, you can make an Escape attempt as a bonus action. The spirit of the Hare fuels you to survive.

Aspect Of The Beast (6th Level)

Serpent: You gain the flexibilty of the snake. Your Capacity increases by 4.
Hare: You gain the energy of a rabbit. You gain advantage on melee attacks that use your Strength Modifier against creatures that have devoured one or more creatures, including yourself.

Totemic Attunement (14th Level)

Serpent: While raging, when you attempt to Devour a creature, you may immediately mark a success on that contest.
Hare: While raging, when you attempt to Escape a creature's Devour contest, you may immediately mark a success.

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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 (3rd Level)

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

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

Immense Appetite (6th Level)

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 (10th Level)

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

Unstoppable Hunger (14th Level)

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

Bard

College of the Madrigal Dinner

Bards of this college are firm believers in the art of "Dinner with a Show," the two greatest aspects on entertainment working in perfect harmony. Many people run a show or manage a feast, but to do both simultaneously is the specialty of this College.

Stomach Soothing Song (3rd Level)

Starting at 3rd level, whenever a creature benefits from your Song of Rest, they also gain the following benefits:

  • Digestion Damage is doubled for the duration of the rest
  • During your Song of Rest, a predator can choose to heal their prey rather than deal digestion damage. The prey is healed by the same number of acid damage they would have taken.
  • Creatures willingly inside of a predator, and predators with willing creatures inside of them, gain temporary hit points equal to your bardic inspiration die

Voracious Inspiration (3rd Level)

At 3rd level, you learn a song that inspires predation. When a creature uses a Bardic Inspiration Die from you on a check to grapple a target or on a Devour check, they gain the same bonus to the next Devour check they make. Alternatively, creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting.

Show for the Hungry (6th Level)

Starting at 6th level, you can perform a short show that that instills a hunger to those that it's played for. If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). You and each affected humanoid, for the next hour, count as one size larger for the purpose of determining capacity and have advantage on saving throws to avoid regurgitating creatures. Once you use this feature, you can’t use it again until you finish a short or long rest.

Encore Performance (14th Level)

At 14th level, whenever a creature with 60 feet of you successfully Devours another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately make a Devour check on a creature within range, even if that creature isn't grappled.










College of the Dinner Bell

When the bell rings, it's time to eat. Full casting and in your face eating

Bonus Proficiencies (3rd Level)

When you join the College of the Dinner Bell at 3rd level, you gain proficiency in Medium Armor, and Shields, and Cook's Utensils, which you may use as your spellcasting focus.

Ring of the Dinner Bell (3rd Level)

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if you successfully grapple or Devour a creature as part of that action, you may play one of the magic-laced notes listed below. You can use only one Ring of the Dinner Bell option per turn.
Acidic Note. You can expend one use of your Bardic Inspiration to sing a high-pitched, corrosive note, dealing acid damage to the target you or a friendly creature grappled or devoured and to any other creature of your choice that you can see within 5 feet of the first target. The damage equals the number you roll on the Bardic Inspiration die.
Softening Note. You can expend one use of your Bardic Inspiration to sing a calm, soothing note, giving a creature within 5 feet a penalty to their next check to avoid being devoured. The penalty equals the number you roll on the Bardic Inspiration die.
Hardening Note. You can expend one use of your Bardic Inspiration to sing a note that hardens your flesh. You resistance to acid damage, and all creatures you have consumed gain vulnerability to acid damage dealt by your stomach, until the start of your next turn.

Extra Attack (6th Level)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Devouring Spell (14th Level)

Starting at 14th level, when you use your action to cast a bard spell, you can make a grapple or Devour check as a bonus action.

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Cleric

Gluttony Domain

Domain Spells (1st Level)

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.

Cleric Level Spells
1st Goodberry, Tongue Lash
3rd Acidify, Suggestion
5th Create Food and Water, Maddening Hunger
7th Leeching Insides, Soul Assumption
9th Dominate Person, Cloudkill

Bonus Proficiencies (1st Level)

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

Ravenous Blessing (1st Level)

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 (2nd Level)

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 (6th Level)

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 (8th Level)

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 (17th Level)

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.

Feast-aid Domain

Those of the Feast-aid domain are quite similar to those of the gluttony domain. The key difference is that those here have chosen to to devotes there efforts toward servicing those you indulge to the extreme, helping them with belly care and handling unruly prey.

Domain Spells

Cleric Level Spells
1st Expand Stomach, Healing Elixir
3rd Unburden, Acidify
5th Amplify Acids, Protection from Energy
7th Freedom of Movement, Leeching Insides
9th Arcane Hand, Circle of Power

Digestive Restoration

Any time you cast a spell on a pred, you may choose to mark them. While marked, any time they deal digestion damage to devoured prey, they gain temporary hitpoints equal to your WIS. This mark vanishes after 1 hour or when they gain temporary HP in this way. You can mark only one pred at a time, and you cannot change or recall a mark once it is set.

Channel Divinity: Gastro-nambulist

Starting at 2nd level, you can use your Channel Divinity to put prey in the belly of a pred to sleep. Touch the belly of a pred that currently contains live devoured prey. You can put to sleep a number of prey whose sum of capacity-filling points are less than or equal to your Cleric Level. Sleeping prey are unconscious. Also, prey suffering from unconsciousness inflicted in this way suffer maximized digestion damage.

Unconsciousness inflicted in this way persists for 12 hours divided evenly between the target prey, rounded down.

Each time afflicted prey suffer damage of any kind, including Digestion Damage, they may make a Wisdom saving throw, waking up and ending the effect on a success. This save is made with advantage if the damage is not from digestion or digestion-aiding effects and actions.

Cushioning Gurgles

Starting at 6th level, You know how to massage a belly and utilize prey that are nearly digested to cushion to the struggles of more lively prey. You may use an action to tend to the belly of a pred which contains devoured prey. For the next hour, the pred adds your wisdom modifier to their Stomach DC and deal an additional amount of digestion damage equal to your Cleric Level, this benefit ends if you during this hour use your action, or any other actions such as bonus actions or reactions, to do anything that requires both hands or you move further than your reach of the predator. A pred can only benefit from this ability 1 time per long rest.








Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, and to any digestion damage you deal.

Belly of Sacred Steel

Starting at 18th level, you can spend a long rest tending the the belly of a pred to strengthen it. After the long rest is complete, the tended-to pred gains a +3 bonus to their Stomach DC and can deal an additional 2d6 bludgeoning damage for thier digestion damage. If they are over Maximum capacity, the additional digestion damage increases to 2d12 bludgeoning.

This effect persists until the next long rest or until you or the afflicted pred take an action to dispel it.

You have one charge with this ability and regain the expended charge 1d4 days after use.

Druid

Circle of the Chimera

Chimera Forms

Starting at 2nd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As an action, you can expend a use of your Wild Shape feature in order to gain two of the following effects, until you use this feature again:

  • Snake's Jaw: You gain advantage on Devour checks on creatures your size or smaller, and you do not have disadvantage on Devour checks on creature larger than you.
  • Bear's Teeth: When you take the attack action, you may replace the attacks with a melee spell attack using your wisdom modifier, dealing 2d4 + your wisdom modifier on a hit.
  • Frog's Tongue: You may make Grapple and Devour checks on creatures up to 15 feet away.
  • Beetle's Armor: Your AC becomes equal to 13 + your wisdom modifier.
  • Cheetah's Legs: Your movement speed increases by 10 feet.
  • Eagle's Eyes: You gain Advantage on Perception and Insight checks.
  • Wolf's Instincts: You cannot be caught by suprise, and creatures that cannot be seen by you no longer have advantage on attacks against you.
  • Octopus's Suckers: When you grapple or begin to devour a creature with they suffer disadvantage on attempts to break free from your grapple or devour attempts.
  • Owl's Eyes: You gain 60ft of darkvision, or an additional 60ft of darkvision if you already have darkvision.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.























Monstrous Chimera Form

Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in instead of one from the normal list:

  • Bulette's Mandibles: You gain a burrow speed equal to half your movement speed
  • Trapper's Flesh: You gain advantage on Stealth checks, and can hide when lightly obscured
  • Yeti's Strength: You gain advantage on Strength checks and saving throws
  • Harpy's Wings: You gain a flying speed equal to your movement speed
  • Displacer Beast's Pelt: The first attack that targets you each turn is made with disadvantage
  • Cockatrice's Talons: Upon making an unarmed strike or natural weapon attack against a creature, it must succeed a DC 10 Constitution Saving throw, on a failure it is petrified for 1 hour.
  • Ettercap's Claws: You gain the spider-climb ability of an Ettercap, even being able to walk upright with your hands free upsidedown on difficult surfaces. This ability only works if your hands and/or feet are completely exposed and free when using this ability.

Circle of the Spiritkeeper

Circle Spells

You have developed the ability to store the souls of creatures you have digested. Your link with these souls grant you access to some spells when you reach certain levels in this class, as shown on the Circle of the Spiritkeeper 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 the Spiritkeeper Spells
Druid Level Spells
2nd compress, unseen servant
3rd invisibility, acidify
5th maria's medicinal acids, spirit guardians
7th amplify acids, greater invisibility
9th contact other plane, rebirth

Soul Trap

Starting at 2nd level, when a creature dies in your stomach, you may use your reaction to trap its soul. As an action, you can expend a use of your Wildshape to summon the bound spirit trapped within you, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Hunger Spirit stat block, which uses your proficiency bonus (PB) in several places. The spirit's appearance is that of, or at least similar to, the person the soul belonged too, though it is translucent and pale.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. 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 stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


Hunger Spirit

Small Undead, Unaligned


  • Armor Class 13
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+1)

  • Damage Immunities necrotic, poison
  • Condition Immunities Charm, Frightened, Grapple, Prone, Restrained
  • Senses Darkvision 60ft passive Perception 12
  • Challenge -

Actions

Cling to Life. Melee Weapon Attack: your spell attack modifier to hit, 5ft, one target. Hit: 1d6 + PB necrotic damage, and the target is grappled, escape DC equal to your spell save DC. While grappled by the Hunger Spirit, the creature sufferes a penalty to ability checks made to resist being devoured or to escape a grapple equal to your proficiency bonus.

Soul Whisperer

Starting at 6th level, you may now house up to 2 bound souls within you, though you may still only have one summoned at a time. In addition, you may now cast speak with dead at will, targeting one of the souls trapped by your Soul Trap feature, and you may ignore the 10 day waiting period between castings of the spell.

Reshape Soul

Starting at 10th level, you may cast reincarnate without material components without expending a spell slot. When cast this way, it may only a target who's soul you have trapped with your Soul Trap feature.

Soul Master

Starting at 14th level, You may now hold up to three bound souls within you but can still only summon one at a time. Additionally, you may cast soul cage without expending a spell slot. Once you cast it in this way, you must take a long rest before casting it again.

Fighter




























































Gastro Warrior

Fighter based on having lots of creatures in your stomach

Student of Gastronomy

At 3rd level, you gain proficiency in Cook's Utensils. If you already have proficiency with Cook's Utensils you gain can roll all checks with double proficiency when using a set of Cook's Utensils as a part of that check.

Combat Gastronomy

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Gastro Points.

Gastro Techniques. You learn three gastro techniques of your choice, which are detailed under “Gastro Techniques” below. Many gastro techniques enhance an attack in some way. You can use only one gastro technique per attack.

Gastro Points. You gain Gastro Points equal to half the capacity points of creatures in your stomach at the start of your turn. Your gastro points reset to 4 each time you take a short or long rest. You may store gastro points up to double your capacity

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Gastro Saving Throw DC

Maneuver save DC =
8 + your proficiency bonus + your STR or DEX modifier (your choice)

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Gusto

Starting at 7th level, whenever you use your Second Wind or Action Surge features, you gain Temporary Hit Points equal to the current capacity points in your stomach.

Additional Techniques

At 10th level, you learn 2 additional Gastro Techniques of your choice

Stomach Shield

Starting at 15th level, while you have at least 8 capacity points of creatures inside of you, you gain half cover from all attacks

Relishing the Fight

Starting at 18th level, you regain 4 gastro points at the start of each of your turns.

Gastro Techniques

The gastro techniques are presented in no particular order.

  • Emetic Strike
    When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they must regurgitate a creature.

  • Flavoring Strike
    When you hit with a weapon attack, you may spend 4 gastro points to mark the target. The next Strength(Athletics) - made to Devour the target is made with Advantage.

  • Disrupting Strike
    When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they are poisoned until the end of your next turn.

  • Mouth Cannon
    When you make an attack, you may spend 4 gastro points to regurgitate a creature with great force in place of the attack. Make a ranged attack on any target within 30 feet. On a hit, both that target and the creature take 1d6 bludgeoning damage for each capacity point of the creature.

  • Projectile Eater
    When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 gastro point and your reaction to reduce the damage done by 1d12 + your Constitution modifier + your fighter level. If the damage is reduced to 0, you may swallow the projectile. If the projectile was a potion, you gain it's effects immediately.

  • Hearty Belch
    When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an ear-shattering belch in place of the attack. All creatures within 5 feet of you must make a Constitution Saving Throw. Affected creatures take 2d6 + your Constitution Modifier thunder damage on a fail, or half on a success.

  • Launching Belch
    When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an powerful belch in place of the attack. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you.

  • Belly Check
    When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to slam a creature with your stomach in place of the attack. Make a melee weapon attack against a creature within 5 feet. On a hit, that creature is takes 3d6 + your Strength modifier Bludgeoning Damage, and is knocked prone.

  • Whipping Tongue
    When you make an attack, you may spend 2 gastro points to instead lash out your tongue at a creature within 10 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 5 feet closer to you and are grappled.

Monk



Way of the Bellydancer

Slam foes with a full stomach, then dance away. Subclass by Squidpad, modified by SouthernDruid.

Bellydancing

Starting at 3rd level, you really learn how to throw your weight around. While you have at least 2 capacity points of prey in your stomach, you may use your stomach in place of an unarmed strike, and it deals damage equal to your martial arts die + your Constitution Modifier. For every 2 points of capacity above 2, it deals an additional point of damage. Additionally, your speed can no longer be reduced while over half-capacity. This feature does not prevent reductions of movement speed caused by difficult terrain, nor does it prevent movement speed reductions from conditions such as Exhaustion, Grappled, Paralyzed, Petrified, or Restrained.

Elegance

Also starting at 3rd level, when you make a grapple or devour check, you may use Dexterity(acrobatics) instead of Strength(athletics). Additonally, you gain proficiency in Performance, if you don't already have it.

Alternatively, you may spend a Ki Point to use your Constitution modifier with your proficiency modifier instead of Dexterity(acrobatics) or Strength(athletics) for Devour contests for 1 minute.




Belly Bump

Starting at 6th level, if you have at least 4 capacity points of prey in your stomach, when you hit a creature with your stomach, they must make a Strength saving throw. On a fail, they are either knocked prone, or pushed 5 feet away from you. The DC is equal to 8 + your constitution modifier + your proficiency bonus. The choice between being knocked prone or being pushed is made by you before they roll their saving throw.

Enthralling Performance

Also at 6th level, you can perform a belly dance that lasts a minute. At the end of the dance, anyone in the area that watched the whole performance makes a Wisdom saving throw. The DC is equal to 8 + your constitution modifier + your proficiency bonus. On a fail, they are charmed, during which they do nothing but stare in awe at your beauty. This effect ends on a target after 10 minutes, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Belly Block

Starting at 11th level, while you have at least 4 capacity points of prey in your stomach and you are hit by an attack, you can use your reaction to weather the blow with your belly. When you do so, the damage you take from the attack is reduced by 1d10 + your constitution modifier + your monk level, and a random creature in your stomach takes the amount of damage reduced, but as bludgeoning or acid damage (DM's choice) instead.

Distracting Dance

Starting at 17th level, the way you move your belly is intoxicating to all who see it. While you have at least 4 capacity points of prey in your stomach, all hostile creatures within 30 feet that can see your belly are distracted by its movements, and their attacks suffer from their inattention. Weapon and Spell attacks they make deal reduced damage, equal to a roll of your Martial Arts die. Additionally, grapple and devour checks are similarly reduced by a roll of your martial arts die.

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Way of Gastropuncture

Hit a predator's pressure points in just the right way to influence them. Subclass by Squidpad, modified by SouthernDruid.

Punch Through the Gut

Starting at 3rd level, while inside of a creature, you
may make unarmed strikes on that creature and
creatures adjacent to them, ignoring disadvantage
from being blinded or restrained by that creature.

Pressure Point Control

At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind, a willing creature you are inside of also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a willing creature you are inside of, forcing that creature to swallow the projectile

Advanced Pressure Point Control

Also starting at 6th level, when you make an attack while inside of a creature, you may spend 1 ki point and replace
the attack with any of the following effects:

  • The creature becomes sick, and immediately makes a Constitution saving throw. On a fail, the creature immediately regurgitates you.
  • The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn.
  • The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn. The creature becomes incredibly fast, adding your unarmored movement bonus to their speed until the start of your next turn.



Accupressure Therapy

Starting at 11th level, a willing creature you are inside of gains the following benefits:

  • They gain immunity to the Frightened and Charmed conditions
  • They gain +2 to their AC and Dexterity Saving Throws


Starting at 11th level, a creature you are unwillingly inside of gains the following detriments:

  • They have disadvantage on saving throws to avoid being Frightened and Charmed
  • They have a -2 to their AC and Dexterity Saving Throws

Pressure Point - Energy Manipulation

Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature you are inside of. Choose one of the following options:

  • That creature immediately takes an action, using their reaction.
  • That creature is affected by the spell Slow until the end of their next turn.
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Paladin

Paladin, Oath of Indulgence

An odd oath to be sure. The pledge these paladins take is to themselves and their friends, working their powers to satisfy and protect them. Feasts, Glamor, Beauty, all provided by this oath. Nothing is too grand for these pleasure seekers.

Paladin Level Spells
3rd Devouring Smite, Expand Stomach
5th Amplify Acids, Unburden
9th Medicinal Acid, Intoxicate
13th Entice, Dimensional Stomach
17th Bellyport, Primal Belch

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options. Charming Prescence. You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, attack rolls against the creatures are made with advantage, and the creature has disadvantage on all skill contests made against another creature. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Reward the Decadent As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that isBellied another creature or has Bellied another creature within 30 feet of you gains the effects of the Bless spell for the next minute.

Aura of Digestion

Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a Bellied creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier. At 18th level, the range of this aura increases to 30 feet.

Voracious Vigilance

Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a devour check against that creature













Avatar of Decadence

At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

All of your attacks gain the benefits of Devouring Smite You count as 2 sizes larger for the purpose of determining capacity You deal an additional 2d6 acid damage when dealing digestion damage Once you use this feature, you can't use it again until you finish a long rest.

Paladin, Oath of Fortress

A paladin that follows this path take up the oath to use there bodies to pretect, utlizing their bulk to be a stalwart line of defense for their allies, both within and without...


You gain Oath Spells at the Paladin levels listed.

Paladin Level Spells
3rd Dynamize Armor, Frog Tongue
5th Unburden, Digestive Barrier
9th Hammer Space, Remove Curse
13th Dimensional Stomach, Resilient Sphere
17th Bellyport, Wall of force

Internal Fortress

At 3rd level, Your stomach becomes a stalwart form of defense to shelter the vulnerable. You can choose to negate your digestion damage in return for the following effects:

  • Prey eaten by you that are healed by magical means, such as Cure Wounds or Lay on Hands, gain an additional amount of HP equal to your Constitution Modifier.
  • If you are forced to deal digestion damage against your will, such as by spell, prey eaten by you are resistant to it.
  • Diseases and curses afflicting prey eaten by you are halted, but not cured.
  • Your stomach is considered a suitable place to take rests. While you are holding non-digesting prey, you gain the following benefits:
  • You gain temporary HP at the beginning of each of your turns equal to your Charisma Modifier (minimum of 1)
  • You gain +2 AC while not wielding a shield

Channel Divinity

When you take this oath at 3rd Level, you gain the following 2 Channel Divinity options.

Unyielding Fortitude: As a reaction to being reduced to 0 HP while holding non-digesting prey, you can evoke your defensive prowess to hold on to your vestiges of life just a bit longer. You are instead reduced to 1 HP and instantly gain temporary HP equal to 1/4 your maximum HP. If your HP is raised above 1 by any means, you lose all temporary HP gained in this way.

While you have temporary HP gained in this way, you receive the following benefits:

  • -1 damage from all sources
  • +1 to Constitution saving throws

You cannot evoke this Channel Divinity option if you are already at 1 HP.





Round Guard: As an action, you project a Defensive aura in a wide radius around you. Any friendly creature in a 15 foot radius centered on you receives the same benefits you do from your Internal Fortress feature. This radius moves with you, must be concentrated on as if it were a spell, and persists until any of the following conditions are met.

  • You fail a concentration save
  • You fall unconscious
  • You no longer have prey inside you
  • You take an action to dispel it

Otherwise, the field persists for 24 hours upon activation.

If a creature benefitting from this field leaves the area of effect by any means, the benefits fade automatically at the start of their next turn.

A creature can only benefit from one instance of Round Guard at a time.

Wide Stance

At 7th level, you have learned to use your corpulent body to defend your allies. As a bonus action while you have non-digesting Bellied prey, you may choose to stand in front of an ally, defending them until the beginning of your next turn. During this time, if an attack requiring an attack roll targets the ally you are defending, they are treated as if they were behind half cover. If the creature you are defending takes damage from this attack, both you and your ally take 1/2 the damage of the attack.

Reconstruction

At 15th level, your body has evolved further to become even more sturdy, healing quickly in times of danger. While you are below half HP, you regain a number of HP equal to your Charisma modifier at the beginning of each of your turns. This amount increases further by 1 for every 4 points of non-digesting Bellied prey. You cannot benefit from this feature if you have 0 HP.

Saving Stomach

At 20th level, your defensive and protective instincts have sharpened to the point that you can spring into action quickly. As a reaction to a friendly creature you can see within 30 feet being targeted by a hostile action, but before any rolls are made, you can instantly teleport them into your stomach, making them Bellied by you, and potentially out of the path of the attack.

You can only use this ability once and regain use on a long rest.

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.

Sorcerer

Gaseous Power

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

Noxious Power

Starting at 1st level, the caustic nature of the gasses constantly brewing within you grants you resistance to Poison damage and advantage on saving throws made against poison. Your excessive biology similarly allows you to turn your very bodily functions into magical energy. You learn an the belch cantrip , and t doesn't count against your number of cantrips known.

Gaseous release

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

Noxious spell

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




Gaseous flight

Starting at 14th level, you have supreme control over your gaseous production. As an action, you can produce an excessive amount of gas and store it in your body, inflating your body or part of your body to twice your original size. You take up the space of a creature one size larger than normal, and gain a fly speed equal to your current speed. This inflation lasts until you release the gas as an action on your turn, at which point any creatures within 20 feet must make a Constitution saving throw or be poisoned for the next minute. Any creature that succeeds on this saving throw is immune to this effect for the next 24 hours. Any armor or clothing not made to accomodate this growth might be destroyed when you trigger it.

Stinking Aura

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

Additionally, you can also use this aura to bolster allies by making the stench pleasant to their senses. You can choose a number of allies within your aura equal to your Charisma modifier (minimum 1.) to be bolstered by your aura, granting them advantage on Constitution Checks and Constitution Saving throws. You are always affected by this version of the ability and do not count against the number of creatures that can be affected by it.

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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Feats

Agile Predator

  • Your DEX increase by 1 to a maximum of 20
  • When making a grapple or Devour check, you may use Dexterity(Acrobatics) instead of Strength(Athletics).


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 attempt to Devour a creature while Hidden, you may make the check with Advantage


Belly Diver

  • You may make a Strength(athletics) check or Dexterity(acrobatics) check to force feed yourself to a predator, contested by their Strength(athletics) check
  • While inside a creature, you are not restrained or blinded, and you have advantage on attack rolls against that creature


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.


Boiling Insides

  • Whenever you deal digestion damage, you may add your Proficiency Bonus to the damage dealt
  • You deal an additional 1d4 acid damage to items not held, worn, or otherwise equipt to a living creature, excluding magical items.
  • Your digestion damage ignores resistances








Dense

  • You take up twice as many capacity points in other creatures
  • Your weight is always doubled
  • When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated
  • You have Advantage on Skill Checks to avoid being Devoured


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.
  • 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, similarly you may choose to cost half as many capacity points to a predator who has eaten you.


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.


Endless Stomach

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.


Fast Food

  • When a creature regurgitates you, you may immediately use your reaction to move. This movement does not provoke opportunity attacks.
  • You may exit restrained or incapacitated creatures without expending any movement.


Glutton

Mastering gustatory excess, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain expertise with it, which means your proficiency bonus is doubled for any ability checks you make with it.
  • you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn. This feature does not effect one's ability to devour creatures.


Honeyed Words

You have a way with words that makes recovering from a gaffe or verbal misstep look easy. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion Skill. If you are already proficient in the skill you, add double your proficiency bonus to checks you make with it.
  • You may reroll one Charisma skill check of your choosing. You must accept the second result, even if it is worse. You must finish a long rest before you can use this ability again.


Lead Belly

  • You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures in your stomach
  • You are immune to all negative effects of potions, poisons, and magic items you consume


Natural Product

You are able to produce an edible product from an appropriate part of your anatomy, such as milk from your breasts, in quantities far greater than normal for your race. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You produce 1 pint (pound) of product every two hours.
  • You can store a number of pints (pounds) of product equal to four times your Constitution modifier (minimum of 2). You cannot produce more product if you have reached this limit, and leak small, uncomfortable amounts until you harvest your product. Stored product counts towards your encumbrance limit.
  • Your product capacity is modified by size: it is halved per size smaller than Small, or quadrupled per size larger than Medium. Your production rate is multiplied by 4 for each size you are above Medium and halved for each size you are below Medium.



Regurgitator

  • You may regurgitate a creature as a bonus action, instead of an action
  • When you voluntarily regurgitate a creature, you may choose which creature you regurgitate
  • You may regurgitate small objects at high speeds. As an attack action, you may make a ranged weapon attack with a range of 30/120, dealing 1d10 + your dexterity modifier damage on a hit. The damage type depends on the object launched.


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.


Stomach of Holding

  • You carry hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity
  • Regardless of what is in your stomach, you may choose to appear as if you have nothing in your stomach.


Struggler

  • You gain resistance to damage dealt from digestion
  • You make Strength(Athletics) checks to struggle with advantage

Spells

For the sake of love and simplicity, this system does not specify a class for any spell, and any class may use any of the spells written here, unless your dungeon master specifies otherwise.


It is noteworthy virtually every spell from another system has been at least slightly modified to better fit the system, writing style, and intentions for the system, but the spells nonetheless include a line to clarify which system they originate from, incase you'd like to look further into that system. Their system will be appropriately credited in the last pages as well.


Cantrips (0 Level)
  • Ambiguous Stomach
  • Appeal
  • Belch
  • Flavor/Disgust
  • Helia's Burping
  • Invasive Spring
  • Lick
  • Roil
  • Tongue Lash
  • Unsolven Flesh
  • Word of Famine




























1st Level
  • Chaotic Corpulence
  • Compress
  • Climax
  • Darya's Magic Maw
  • Destroy Fat
  • Dynamize Armor
  • Elastify/Constrict
  • Enchunken
  • Ethereal Bellows
  • Frog's Tongue
  • Hearty Tonic
  • Indigestion
  • Modify Metabolism
  • Puff
  • Resize
  • Sickening Smite
  • Syrup Trap
  • Transfer Fat





















2nd Level
  • Acidify
  • Asset Barrier
  • Emburden
  • Fat Transference
  • Graceful Girth
  • Heave
  • Immobilize Person
  • Ravenous
  • Rescue
  • Safety Swallow
  • Steal Fat
  • Stretch Body
  • Unburden
  • Weighing Ward
  • Stretch Body
3rd Level
  • Amplify Acids
  • Aura of Lightness
  • Bloat/Drain
  • Hammerspace
  • Healing Salve
  • Heavy Transport
  • Lifting Gases
  • Maddening Hunger
  • Maria's Medicinal Acids
4th Level
  • Entice
  • Leeching Insides
  • Meld into Flesh
  • Role Reversal
  • Sexual Hypnotism
  • Softskin
  • Soul Assumption



5th Level
  • Amazonian Figure
  • Belly Stride
  • Blueberrify
  • Disproportionate Hunger
  • Fat Surge
  • Heroic Belch
  • Inhale
  • Metamorphose
  • Portly Portent
  • Primal Belch
  • Rebirth
  • Reformation
  • Still Prey
6th Level
  • Bellyport
  • Fatnap
  • Flesh to Chocolate
  • Narce's Hypnotic Trance
7th Level
  • Bottomless
  • Power Word Disgorge
  • Unearthly Transformation
8th Level
  • Assimilate
9th Level
  • Churn
  • Mass Bellyport
  • Mass Fwoompify
  • Power Word Digest
  • Power Word Swallow

Cantrips


Ambiguous Stomach

Transmutation Cantrip
By Dungeons & Dinners


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: 6 hours

You touch the belly of a target pred. If the target is willing, they roll a d10. If the target is unwilling and fails a Constitution saving throw, you roll the d10 instead.

The Damage type of the target's Digestion Damage, as well as the Belch, Greater Belch, and Primal Belch spells changes to match the result on the table.

d10 Damage Type
1 Fire
2 Cold
3 Lightning
4 Thunder
5 Psychic
d10 Damage Type
6 Poison
7 Acid
8 Radiant
9 Necrotic
10 Force

The target may reattempt the save every hour, ending the effect early on a success.

When you reach 5th level, an additional d10 is rolled and the roller may choose any one of the results. The dice rolled increases again at 11th level (3d10) and 17th level (4d10).

Appeal

Enchantment Cantrip
By Adipea


  • 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 feattures 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 skill check, you do so with advantage.













Belch

Evocation Cantrip
By VeryBatty


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantneous

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).

Flavor/Disgust

Transmutation Cantrip
By Dungeons & Dinners


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (any herb or spice)
  • Duration: 1 minute

You point at a creature within range, altering it's natural flavor.

Flavor. A creature of your choice within range becomes irresistably delicious to any predator. That creature has Disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being Devoured.

Disgust. A creature of your choice within range becomes disgusting in flavor to any predator. That creature has Advantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being Devoured.

Helia's Burping

Evocation Cantrip
By Squidpad


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantneous

You may only cast this spell if you contain at least 1 prey in your stomach. You emanate a thunderous burp in front of you. Each creature within range must make a Constitution saving throw or take 1d8 thunder damage. The damage becomes 1d10 if you're filled pass your Capacity, but not over your Maximium Capacity.

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

Invasive Spring

Conjuration Cantrip
By Adipea


  • Casting Time: 1 action
  • Range: 5 feet radius centered on self
  • 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 be filled with 2 capacity points of water. The caster must hold concentration on this spell for the bloating to last, otherwise it ends when concentration is broken or when the effected creature takes a short or long rest.

The spell’s capacity filling increases by 1 when you reach 5th level (3 Capacity Points), 11th level (4 Capacity Points), and 17th level (5 Capacity Points).

Lick

Enchantment Cantrip
By VeryBatty


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

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 1d8 psychic damage. The target is marked for the duration. The next Devour attempt you make against the target is made with Advantage.

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

Roil

Transmutation Cantrip
By VeryBatty


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

You touch 1 predator with a creature in their stomach. Each creature in their stomach must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage.

Each of the spell's damage types increase by 1d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).













Tongue Lash

Transmutation Cantrip
By Squidpad


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instant

You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you.

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

Unsolvent Flesh

Transmutation Cantrip
By Squidpad


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instant

You briefly turn your skin into a smooth, acid resistant shell, gaining resistance to Acid damage until the start of your next turn.

Word of Famine

Evocation Cantrip
By Adipea


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instant

One creature within range who can hear you choose must succeed on a Constitution saving throw. On a failure, if it has any food in its stomach, it takes 1d8 necrotic damage; otherwise, it takes 1d12 necrotic damage. The target also loses a number of pounds of weight equal to twice the damage dealt.
The spell's damage increases by one die when you reach 5th, 11th, and 17th level.

1st Level Spells


Chaotic Corpulence

1st-level Evocation
By Adipea


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 Hour

Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw. A creature takes 1d8 fire damage and 1d8 cold damage on a failed save, or half as much damage on a successful one. If the amount of fire damage a creature takes does not match the amount of cold damage it takes, it gains or loses a number of pounds of fat equal to the damage it takes, gaining weight if it took more cold damage, or losing weight if it took more fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage or the cold damage (your choice) increases by 1d8 for each slot level above 1st.

Compress

1st-level Transmutation
By Adipea


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

You touch one target creature with a creature inside of them. For the duration of the spell, their body compresses itself until it appears that they have no creatures inside of them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Alternatively, you may double the duration of the spell for each slot level above 1st, to a limit of 24 hours.

Climax

1st-level Enchantment
By Squidpad


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You point at a creature you can see within range, forcing them to make a Wisdom saving throw. On a fail, they spend their next turn orgasming, and their arousal level becomes 0 at the end of their turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.






Darya's Magic Maw

1st-level Transmutation
Original Spell


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Up to 10 minutes

A spell created by a stray triton priestess to enable the consumption of larger meals to save meal prep time during long travels, modern spellcasters have twisted this spell for combat purposes..

Until this spell ends, you can use your spellcasting attack modifier instead of an Athletics skill check in attempts to devour other creatures or objects, similarly this spell also affects grappling attempts made with the intent to devour. You may also use your respective spellcasting stat modifier instead of your strength or constitution score when determining your stomach DC and digestion damage.

Destroy Fat

1st-Level Transmutation
By Adipea


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small scale)
  • Duration: Up to 1 minute

You touch 1 creature. The creature's body fat evaporates off of their body, decreasing their body fat by 20 lbs per round. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of fat destroyed increases by 20 lbs per round for each slot level above first.

Dynamize Armor

1st-level Enchantment
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You can magically loosen armor on an engorged pred to help them move better. Touch armor or clothing worn by a creature. For the duration of the spell, the armor and/or clothing cannot be destroyed by a creature growing in it, and instead the clothing can stretch alongside the creature comfortably while retaining its uses.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, when cast at 4th level of higher, the range increases from touch to 15 feet.

Elastify/Constrict

1st-level Transmutation
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 Hours

You increase or decrease the elasticity of a predator. Choose one creature you can see within range. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

Elastify. The predator's capacity doubles.

Constrict. The predator's capacity halves.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

Enchunken

1st-Level Conjuration
By Adipea


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 minute

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 unknown energy. The target must succeed on a Constitution saving throw or have 4 points of capacity in their stomach filled until the spell ends. When the spell ends, if it lasted the entire 1 minute duration, the target gains 10 pounds per capacity point filled during the duration of the spell. The caster can choose to end this spell without causing the weight gain by expending a bonus action to end the spell early.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ammount of capacity filled increases by 1 Capacity Point per level above first.

Ethereal Bellows

1st-Level Conjuration
By Adipea


  • Casting Time: 1 action
  • Range: 120 feet
  • 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 Cold Damage. The target(s) gain 10 pounds per point of cold damage taken. Targets immune to cold damage are also immune to the weight gain of this spell.

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.





Frog's Tongue

1st-level Transmutation
**By VeryBatty


  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (the tongue of a frog)
  • 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 you, they are grappled by you. Grappling a creature in this way does not require a free hand

Hearty Tonic

1st-Level Conjuration (Ritual)
By Adipea


  • 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. The fat is not lost alongside the temporary hitpoints, and stay behind as a side effect.

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.

Indigestion

1st-Level Transmutation
By Adipea


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small palm-sized rock)
  • Duration: 24 Hours

With a touch, you alter a creature’s metabolism, in an attempt to decrease the amount of calories they burn over the day by causing discomfort and pain. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, they deal half digestion damage for the duration of the spell, and take 1d4 poison damage whenever they willingly deal digestion damage. The target may also remake their save against this spell every hour. This spell can be ended early with a Remove Curse Spell or similar effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target deals another 1d4 damage every spell level above first.

Modify Metabolism

1st level Transmutation
By Adipea


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

With a touch, you alter a creature’s metabolism, either increasing or decreasing their digestion's speed. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, the amount of damage their digestion does is decreased or increased, the amount is affected in one of the following ways of your choice:

Increase: Deals an additional seperate 2d4 digestion damage that they must always cause during their turn when possible, but can do during the same free action as their normal digestion should they choose to use it.

Decrease: Digestion damage is reduced by 2d4 whenever caused (this reduction cannot bring the amount to less than 1 digestion damage).

Puff

1st-Level Evocation
By Adipea


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Instant

A wicked tendril of wind shoots forth and attempts to enter a creature you can see within range. The target creature must make a Constitution Saving Throw. On a failed save, the target takes 1d8 force damage, and it's stomach is filled by 2 capacity points with air until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above. The ammount of capacity filled also increases by 1 Capacity Point per level above first.























Resize

1st-level transmutation (ritual)
By Adipea


  • 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.

Sickening Smite

1st-Level Evocation
By Dungeons and Dinners


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

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 poison damage. Additionally, if the target is a cretures that has at at least 1 living creature inside itself, they must make a CON save. On a fail, they must regurgitate the smallest sized living devoured creature, their choice if multiple prey qualify.

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

Syrup Trap

1st level conjuration
By Adipea


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

Sticky syrup covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the substance appears, each creature standing in its area must succeed on a Strength saving throw or become grappled. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become grappled. A creature grappled by the syrup can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer grappled. A creature grappled by the syrup may also try to eat the syrup that is sticking to it, using an action or bonus action to consume 1 capacity point of fatty food. After consuming a number of capacity points of fatty food equal to half of your spellcasting ability modifier (rounded down, minimium 1), it is no longer grappled.

Transfer Fat

1st-Level Transmutation
By Adipea


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small scale)
  • Duration: Up to 1 minute

You touch 1 willing creature. The creature's body fat slides off their body and onto yours, decreasing their body fat by 20 lbs per round, and increasing your body fat by the amount lost. If you drain at least 50% of their body fat, the creature must make a DC 10 Constitution saving throw. On a fail, they gain 1 level of Exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of fat transfered increases by 20 lbs per round for each slot level above first.






















2nd Level Spells

Asset Barrier

2nd-level Transmutation
By Adipea


  • 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.

Acidify

2nd-level Conjuration
**By Squidpad


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of stomach acid)
  • Duration: Instant

You touch a predator with creatures in their stomach, filling their belly with acid. All living creatures in the stomach immediately take 4d6 acid damage. All non-living objects (as well as magical means that take up capacity) in the stomach have their size category reduced by 1.

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

Digestive Barrier

2nd-level Abjuration By VeryBatty


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

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

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

Emburden

2nd level Graviturgy
By Adipea


  • 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 very gravity of your being is sent into another creature. You force a creature that you can see within range to make a Strength saving throw. On a failure, until the spell ends, the creature makes all Dexterity checks and Dexterity saving throws with disadvantage, its speed is halved, and its bulk limit is halved. During this time you also cost no capacity points to consume, and your capacity is halved.

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.

Fat Transference

2nd level transmutation (Ritual)
By Adipea


  • 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. For the next hour after the spell is finished, the creature who gained weight also gains 1 capacity point, while the creature who lost weight loses a capacity point, but no creature can hit below 1 capacity at any time from this spell.

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. Similarly, the amount of capacity points gained or lost increases by 1 for every 2d100 pounds of weight gained or lost.

Graceful Girth

2nd level transmutation
By Adipea


  • 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, the creature can use its Dexterity score in place of its Strength score for Athletics Skill checks and uses its Dexterity instead of its Constitution when calculating its digestion damage.

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.




Heave

2nd-level Enchantment
By VeryBatty


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of rotten or 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.

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
By Adipea


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A bone from a Huge or larger creature, which is expended during casting)
  • Duration: Concentration, up to 1 minute.

Your magic temporarily fattens a humanoid creature into helplessness. The target must make a Constitution saving throw. On a failed save, its capacity increases by 20 until the spell ends. Creatures effected also gain 100d100 pounds and made size category huge until the spell ends. Clothing and armor worn by the creature that are not enchanted or otherwise able to stretch to fit its new size until the spell ends are instantly destroyed as well. During the spell, the creature has a movement speed of 0, which cannot be changed by any means, including flight speeds, swimming speeds, and spells or other magical effects. During this time the creature cannot be moved by any means beyond grappling them, or using the shove action. The creature has advantage on all Strength and Constitution saving throws or skill checks during the spells duration, but disadvantage on any Dexterity Saving Throws or Skill Checks. 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.

Ravenous

2nd-Level Enchantment
**By Squidpad


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You touch a creature, fooling their body into thinking that they are starving. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature.

Rescue

2nd-Level Conjuration
By Squidpad


  • Casting Time: 1 reaction, when a friendly creature you can see other than you is knocked unconscious or devoured
  • Range: 90 feet
  • Components: S
  • Duration: 1 minute

You swiftly whisk a friendly creature out of harms way, depositing them in a safe place. Select a second creature within range; the first creature is teleported into their stomach, and gains immunity to acid damage for the duration of the spell.

Safety Swallow

2nd level conjuration
Original Spell


  • Casting Time: 1 Reaction
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantneous

When a friendly, or otherwise willing, creature in range is targeted by an attack, spell, or forced to make a saving throw you can target that creature with this spell. They are magically transported into your stomach. If the creature was subject to an area effect that required a Strength, Dexterity, or Constitution saving throw, they automatically succeed. If the saving throw required a Wisdom, Intelligence, or Charisma saving throw, they roll with advantage. If they were targeted by an attack, the attack misses, unless you were within 5 feet of the original target, then the attack treats you as the target instead.
















Steal Fat

2nd-Level Transmutation
By Adipea


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small scale)
  • Duration: Instantaneous

Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage and loses up to 2d4*10 lbs of body fat. If this would reduce them to less than 10% body fat, they are poisoned until the end of their next turn. You gain weight equal to the amount of weight stolen.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the amount of fat stolen increases by 1d4*10 lbs for each slot level above 2nd.

Stretch Body

2nd level transmutation (Ritual)
By Adipea


  • 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 a creature’s body, allowing them to fill up far more than normal. While under the effects of this spell, the target's capacity thresholds seem unending, and they take no damage from going over their Maximium Capacity, instead losing 5 feet of all movement speeds per capacity point over their maximium. If the caster loses concentration by any means, drops it themselves, or the spell ends before the target returns to their maximium capacity or less, the target must immediately make a Consitution check equal to 10 + 1 per point over maximium capacity, on a save they take no damage until the start of their next turn, on a fail they take an additional 1d10 per point over capacity before the start of their next turn and release all consumed prey (starting with the smallest living prey) in the nearest available space until they are no longer over capacity or all open spaces within a 5ft reach are occupied.

Unburden

2nd-level Abjuration
By Squidpad


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

You touch a predator with creatures in their stomach, lightening the burden of their prey. For the duration, that creature suffers no penalties for being at half-capacity, and suffers the penalties for being at half-capacity while at full capacity.

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.

Weighing Ward

2nd-level Abjuration
By Adipea


  • 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 within range. Until the spell ends, any creature that targets the warded creature with an attack or a harmful effect must first make a Constitution saving throw. On a failure, the warded creature gains resistance to the attack, while the attacking creature immediately gains weight equal to the damage dealt. If the attacking creature deals 10 or more damage (after calculating resistance), they are filled by 1 capacity point with unknown energy, each capacity point of energy can be digested after being dealt 10 damage to it, though it has resistance to Acid damage. These energy objects dissappate when destroyed, or when the spell ends.

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

3rd Level Spells


Amplify Acids

3rd-Level Transmutation
By VeryBatty


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (A vial of alchemical compounds worth 10gp)
  • Duration: 8 Hours

The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, creatures inside the target's stomach take an additional 1d8 acid damage when being digested

At Higher Levels. When you cast this spell using a 5th level spell slot, the damage increases to 2d8. When you cast this spell using a 7th level spell slot, the damage increases to 3d8.

Aura of Lightness

3rd level Graviturgy
By Adipea


  • Casting Time: 1
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Uplifting energy radiates from you in an aura with a 30-foot radius.

Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) ignores hinderances of heft and has advantage on Dexterity saving throws and Acrobatics checks. The capacity of any creature in the radius is doubled, and if they do not have any prey inside them their jump distance and height increase by 10 feet.

Bloat/Drain

3rd level Transmutation
By Adipea


  • 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 gains 3d6 pounds, and you lose weight equal to half the amount of weight the target gained.

Drain. the target takes 3d6 necrotic damage, losing 2 times that in pounds, and you gain weight equal to the amount of necrotic damage the target took.

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

Hammerspace

3rd-Level Conjuration
By Dungeons and Dinners


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 Hours

You touch a willing creature with other creatures in it's stomach. The creatures are sent to a Hammerspace dimension inside of the target. For the duration of the spell, The target has the following benefits:

  • They take half damage from being over Maximum capacity
  • Their stomach compresses to its normal size
  • All creatures devoured by them are Incapacitated and immune to all damage
  • They do not digest items or creatures with 0 hit points

Every hour, you must make a Constitution Saving Throw to maintain concentration on the spell on top of normal concentration requirements. The DC is equal to the total capacity points of creatures in the creature's stomach.

At Higher Levels. When you cast this spell using a 5th or 6th level spell slot, the duration becomes 24 Hours (Concentration). When you cast this spell using an 7th or higher level slot, the duration becomes 24 Hours.

Healing Salve

3rd level Evocation
By Adipea


  • 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

3rd level Transmutation (Ritual)
By Adipea


  • 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.













Lifting Gases

3rd level Conjuration
By Adipea


  • 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 base capacity with lighter than air gas, causing them to float 10 feet up in in their space off the ground and having all movement speeds other than any pre-existing forms of flight reduced to 0. 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 by 1 capacity point, 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, and does not hit higher than their maximium capacity, adding another pump of gas 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.

Maddening Hunger

3rd-level Enchantment
By Adipea


  • 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 target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Maria's Medicinal Acids

3rd-Level Transmutation
By Squidpad


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (medicinal herbs or a healing potion)
  • Duration: Concentration, up to 1 minute

You touch 1 creature with another creature inside it, granting them the ability to excrete healing acids. Each round, the predator may choose either themselves or one creature in their stomach as a bonus action. That creature regains 2d8 hit points.

4th Level Spells


Entice

4th-Level Transmutation
By Squidpad


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fragrant meal)
  • Duration: Concentration, up to 1 minute

You give 1 creature within range an irresistable scent. All predators within 30 feet of the creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the predator is affected by the spell. While under the effects of the spell, each affected creature regards the target as an enemy, and has Advantage on Strength(Athletics) checks to Devour the target. Whenever an affected creature takes damage, it gets to repeat the saving throw. When the target has been successfully swallowed, the creature who devoured the creature becomes the new target of the spell.

Leeching Insides

4th-level Necromancy
By Squidpad


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a fungus, which the spell comsumes)
  • Duration: Concentration, up to 1 minute

You touch a creature. For the duration of the spell, whenever they inflict digestion damage, they regain hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the duration of this spell becomes Concentration, up to 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomesConcentration, up to 1 Hour.









Meld into Flesh

4th level Transmutation (Ritual)
By Adipea


  • 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.

Role Reversal

4th-level Conjuration
By Squidpad


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

With the mere utterance of a magic word, predator and prey switch roles. Choose a creature that is currently inside of another creature you can see. The 2 creatures switch positions, with the second creature being inside of the first. if either creature is unwilling, they may make a Wisdom Saving Throw. If either creature passes, the spell fails.

Sexual Hypnotism

4th-level Enchantment
By Adipea


  • 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
By Adipea


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a clump or lard or wisp essence)
  • 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.

Soul Assumption

4th-level Necromancy By VeryBatty


  • 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.

















5th Level Spells

Amazonian Figure

5th-level Transmutation
By Adipea


  • 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 capacity doubles for the duration of the spell, as well as their carrying capacity, push, lift, and drag limit, and long and high jump distance. The target has advantage on Strength checks made to move, lift, or break objects and to grapple or devour creatures.

Additionally, the target gains 20 temporary hitpoints until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the the target gains an additional 10 temporary hitpoints for each slot level above 5th.

Belly Stride

5th level Conjuration
By Squidpad


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

You gain the ability to enter a stomach and move from it to inside another stomach within 1 mile. Both stomachs must belong to conscious, willing creatures and must have enough room to fit you without exceeding the creature's maximum capacity. If you are not already within a stomach, you may use 5 feet of movement to enter a willing creature's stomach. You instantly know the location of all other stomachs within 1 mile, and using 5 feet of movement, can pass into any of those stomachs.

You can use this transportation ability once per round for the duration.

Blueberrify

5th-level Transmutation
By Adipea


  • 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 successful save, the target takes 2d8 Psychic Damage, and the spell ends. On a failed save, the target takes 4d8 Psychic damage and fills with 4 capacity points of blueberry juice, and until the spell ends, you can use your action on each of your turns to automatically cause the target to take 4d8 Psychic damage and fill with another 2 capacity points of juice. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Psychic Damage increases by 1d8, and the capacity points filled increase by 1 for each slot level above 5th.

Disproportionate Hunger

5th-Level Transmutation
By Adipea


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

You cause a willing creature to gain the appetite of a creature much larger than themselves. For the duration of the spell, they have advantage on all checks made to grapple or devour another creature, and count as one size larger for the purposes of devour checks and determining capacity. Similarly to their increased hunger, their digestion improves as well, dealing an additional 1d10 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may affect an addittional target for each slot level above 5th.

Fat Surge

5th-level Transmutation
By Adipea


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A creature you touch with this spell must make a Constitution saving throw. On a failure, its movement speed is halved and its weight is doubled. The creature takes up the capacity of a creature twice its size, but the amount it can eat is not effected. If the creature is Gargantuan or larger, it simply gains 10d100 pounds of fat and ignores the other effects of this spell.




Heroic Belch

5th level Evocation
By Dungeons and Dinners


  • Casting Time: 1 Action
  • Range: Self (30/60 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 30-foot cone must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save and is deafened for one minute. On a successful save, the creature takes half as much damage and isn't deafened. A creature may make a Constitution save at the end of each of its turns to end this deafness. If this spell is cast while you have living prey devoured, the cone becomes 60-foot instead.

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.

Inhale

5th-level Evocation
By Squidpad


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

Until the spell ends, you can use your action to inhale a vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards you, taking 6d8 bludgeoning damage.

A creature that succeeds on this saving throw is not moved and takes half damage. A creature that is reduced to 0 HP by this spell is instantly Bellied by you and digested. If a creature is pulled within 5 feet of you, you may use your bonus action to make a grapple check against them.

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.

Marianna's Metamorphasis

5th-level Transmutation
By VeryBatty


  • 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 digested within the past 30 days. The transformation lasts for the duration, or until you drop to 0 hit points or dispell it as a bonus action. 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 any of the digested non-magical gear the new form was when it was digested by you.

Portly Portent

5th level Divination
By Adipea


  • 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, thus granting them advantage. Each time you roll a saving throw, and recieve or otherwise use one of this spell's other benefits while it is in effect, you take 1d8 Fire Damage and gain an amount of weight equal to ten times that amount in pounds.













Primal Belch

5th level Evocation
By Dungeons and Dinners


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

You touch a willing creature, greatly disrupting their natural digestive system. All creatures currently inside the target must make a Constitution Saving Throw. They each take 8d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures caught in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d6 thunder damage per capacity point in the initial target's stomach. On a success, creatures take half damage and are not knocked prone.

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

Rebirth

5th-level Transmutation
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (200g worth of Holy Water, which the spell consumes)
  • Duration: 24 Hours

You touch a dead humanoid or piece of a dead humanoid, or focus on a creature you have digested. Provided that the humanoid has been dead for no longer than 10 days, your body slowly constructs a new body for the creature in your womb. For the duration of the spell, you may not Unbirth any creatures or objects. After the spell ends, you give birth to the humanoid, fully formed and healthy. The reborn humanoid recalls its former life and experiences and retains the capabilities it had in its original form. If you do not have a womb, the spell fails.

Reformation

5th-level Necromancy
Original Spell


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A gem worth 300g, which the spell consumes)
  • Duration: 4 Hours

You touch a dead humanoid or piece of a dead humanoid, or focus on a creature you or a willing creature have digested. Provided that the humanoid has been dead for no longer than 10 hours before you began casting this spell, and you maintain concentration for the entire duration of the spell, you begin to slowly construct a new body for the creature in an unoccupied space within 30 feet of yourself. For the duration of the spell, you may not move more than 30 feet from the location you've chosen to revive the target at. After the spell's duration ends, you give life to the humanoid, fully formed and healthy. The reformed humanoid recalls its former life and experiences and retains the capabilities it had in its original form.

Still Prey

5th level Enchantment
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours

You touch a creature, willing the creatures inside of them into stillness. Each creature must make a Wisdom Saving Throw. If there is only one creature inside of them, that creature has disadvantage on the saving throw. On a failed save, the creature is incapacitated and immune to all digestion damage for the duration of the spell.

6th Level Spells


Bellyport

6th level Enchantment
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: 63 feet
  • Components: S, M (a downy feather)
  • Duration: 1 hour

Target 2 creatures you can see within the range of the spell. The first creature must make a Dexterity saving throw as a bright flash of light erupts around them. On a fail, the creature is teleported into the stomach of the second creature.








Fatnap

6th-level Conjuration
By Adipea


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instant

You make a soothing gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. A creature with 0 hit points is unaffected. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. A target gains 1 pound of fat every minute (60 in one hour). If a target remains unconscious for the full duration, that target gains the benefit of a long rest, even if it has benefited from a long rest within the past 24 hours, and it can't be affected by this spell again until it finishes a long rest not given by this spell.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional willing creature for each slot level above 6th.

Flesh to Chocolate

6th level Transmutation
By Adipea


  • 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 failed save, it is restrained as its flesh begins to harden. On a successful save, 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 possible duration, the creature is turned to chocolate until the effect is removed through the same means one would cure petrification, or until the spell remove curse or dispell magic is used on the creature.

Narce's Hypnotic Trance

6th-level Enchantment
By Adipea


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature and send them into a hypnotic, hungering trance of healing. An unwilling creature may make a Wisdom saving throw to negate this effect, but otherwise, the creature enters a trance for the duration of the spell. The target is unresponsive to creatures that attempt to interact with it, but will seek out any food within their sight range and attempt to consume it. Any food consumed is immediately digested and converted into fat, at a rate of 2 lbs. of fat per 1 lb. of food. For each pound of fat gained this way, the target regains 1 hit point. If the target takes damage while under the effects of the spell, the spell ends. The ammount of food eaten does not effect their capacity, any creatures eaten do not count towards the effect of this spell until they are fully digested.

7th Level Spells


Bottomless

7th-level Transmutation
By Squidpad


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

Touch a willing creature. For the duration of the spell, that creature has an unlimited capacity

At Higher Levels. When you cast this spell using a 9th level spell slot, the duration becomes 24 Hours.

Power Word Disgorge

7th-level Enchantment
By Dungeons and Dinners


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

Your speak a word of power that can make a predator's belly suddenly up-heave. Target a single creature in a 30 foot radius of you that has devoured at least one creature. The creature is magically forced to regurgitate a single prey in their belly that has fills at least 1 Capacity Point. If their are multiple prey that meet this requirement, the caster chooses which prey. If no prey meet this requirement or no qualifying preds are in range, the spell is cast and subsequently fails.







Unearthly Transformation

7th-level Illusion
By Squidpad


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a statuette of an archfey, worth at least 500gp)
  • Duration: Concentration, up to 1 minute

You draw upon the magic of the archfey alter your body to become unearthly beautiful, taking on the powers of a powerful fey. You gain the following benefits until the spell ends:

  • Charming Gaze: When you cast this spell, and as a bonus action on subsequent turns for the duration, you can twist the minds of anything that percieves you. A creature that can see you within 60 feet must make a Wisdom saving throw, or be charmed by you for the duration. While charmed by you, the creature sees you as the most beautiful being they could concieve.
  • Truesight: You gain Truesight out to a range of 30 feet.
  • Fey Step: Instead of your normal movement, you may teleport to an unoccupied space you can see up to 3 times, so long as the total distance traveled does not exceed 60 feet.

8th Level Spells


Assimilate

8th-level Transmutation
By VeryBatty


  • 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 within 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.

9th Level Spells


Churn

9th-level Transmutation
By Dungeons and Dinners


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

With a single touch, you make a pred's belly rapidly boil through it's prey. All creatures inside of the predator's stomach immediately take 20d6 bludgeoning damage and 20d6 acid damage

Mass Bellyport

9th-level Conjuration
By Dungeons and Dinners


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instant

Target 1 creature you can see within the range of the spell. All creatures within 60 feet of the target must make a Dexterity Saving Throw. On a fail, they are teleported into the stomach of the initial target.

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 maximium capacity with air 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 Digest

9th-level Voremancy


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

Your speak a word of power that can make a pred's belly rapidly boil through it's prey. Touch the belly of a pred who as at least at normal capacity. Their belly deals 300 total digestion damage that they can distribute as they please between all their bellied prey.






Power Word Swallow

9th-level Transmutation By VeryBatty


  • 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 150 hit points or fewer, they are instantly teleported to the stomach of another creature of your choice within range.

Sculpt Flesh

9th-level Transmutation By Adipea


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

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

Backgrounds

Expendable

Original Background
You are the best of the best! Or so you tell yourself anyways. A soldier, guard, warrior, or other professional in career; you often find yourself given risky or outright dangerous jobs by your employers or superiors. Often times meeting near-death experiences.


  • Skill Proficiencies. Acrobatics, and one Strength, Dexterity, or Charisma skill of your choice, as appropriate to your work
  • Tool Proficiencies. One type of artisan's tools, and Cooking Utensils
  • Languages One language of your choice.
  • Equipment A trinket (either determined by your DM, or rolled from a DM approved book), Cooking Utensils, work clothes/uniform, a mess kit, and a pouch containing 5 gp.

Feature: Cannon Fodder

In-turn for being so expendable, it is quite easy to find work. In any town with dangerous occupations, threats, or general hardwork, you can find an occupation that can supply a enough to survive paycheck to paycheck. Coincodentally, those willing to eat strangers may find you to look more appetizing than others.

Suggested Characteristics

Those called Expendable are rarely more than oil for the machine known as society, regardless of your personality or individual traits, you're likely one nobody expects much from, which is all the more important to understand what makes you so much like you.

d8 Personality Type
1 I prefer to keep my life and agenda private.
2 I avoid confrontation for the most part, but am not afraid to defend what I believe in.
3 I don't get out much, so most of what I know outside of work is from books and gossip.
4 I can relate any topic to my work, even off the clock.
5 I don't do it for the money, I do it for the passion.
6 I have many identical siblings, further making me replaceable to most.
7 I work hard, because who else will?
8 I can easily find joy in the smallest things.
d6 Ideal
1 Dedicated. I've got a job to do, so I'll do it. (Any)
2 Lazy. I'm paid for a job done, not a job done well. (Evil)
3 Relaxed. A full stomach is how I wish to end any day. (Neutral)
4 Loyal. Those who work alongside me are worth dying for. (Lawful)
5 Caring. Knowing I'm helping others through my work is more valuable than any reward. (Good)
6 Daredevil. I do my work because the danger excites me! (Chaotic)
d6 Bond
1 I obtained an item from a previous job, but I think it's cursed. I should return it, but I don't want to.
2 Sometimes it feels like world wants me dead, and I feel joy at their frustration each day I survive.
3 I have fallen for a previous peer, and I hope to impress them.
4 WIP
5 WIP
6 WIP
d6 Flaw
1 I often get cravings, and find myself fired for eating important coworkers.
2 I have sticky fingers, and sometimes take things home from work that I shouldn't.
3 I tend to be reckless, potentially risking the lives of my allies as well as my own.
4 I believe everything I hear to be true, even if it's obviously not.
5 I'll do anything for a few copper pieces.
6 I sometimes become so invested in my work that I lose my sense of self.

Recovering Immobile

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

Skill Proficiencies: Athletics, Insight

Tool Proficiencies: Cook's Utensils

Languages: One of your choice

Equipment: A set of common clothes, a set of massive clothes from when you were immobilized, a trinket (either determined by your DM, or rolled from a DM approved book), cook's utensils, and a pouch containing 10 gp.

Immobilizing Event

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

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

Feature: Glutton's Awareness

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








Variant Feature: Not quite Recovered

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

Suggested Characteristics

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

d8 Personality Trait
1 The feeling of warm fat is intoxicating
2 I have very particular tastes when it comes to food
3 I never say no to an eating contest
4 I make sure everyone around me is eating right; can't have them wasting away
5 I portion my meals exactingly to make sure I am always the weight I want to be
6 I'm always making unique combinations with the food I get whenever I eat
7 I've got a unique sway to my motions left over from my heaviest times right before immobility
8 I have a habit of eating to hide my emotions
d6 Ideal
1 Bounty. No one should ever go hungry. If people want to eat themselves immobile, they should have all the food they need. (Good)
2 Restraint. I've taken more than my fair share of food already, I'll make sure I'm not taking more than is fair now. (Lawful)
3 Freedom. Maybe I'll get back to immobility at some point, maybe I won't. But it will be on my terms. (Chaotic)
4 Gluttony. All the food in the world exists to be fed to me and my endless hunger. (evil)
5 Satisfaction. I make sure me and my allies eat till we're full. No more, no less. (neutral)
6 Trauma. My experiences being immobile were harrowing. I'm never going back to that point (any)
Recovering Immobile Continued

d6 Bond
1 I've got someone to take care of who's approaching or beyond immobility themselves
2 I've still got lingering traces of hunger from the events that left me unable to move. I need to find out more about what happened.
3 I'm only mobile again thanks to someone who saved me; I owe that person my life.
4 I was happy and fat before someone stole that situation away from me. I need revenge, whether I go back to that or not.
5 Now that I've lost weight, those who knew me before have spurned me.
6 I had to make a deal with someone in exchange for being able to walk again, and I'm still waiting for that to come home.
d6 Flaw
1 My time immobile scarred me. I have a deep-seated phobia of getting fat again.
2 I can't resist the smell of good food, even when I can't afford it.
3 I keep having these urges to fatten people up, and sometimes I can't help it.
4 Deep down, I fear that I might -want- to be immobile again.
5 Restraint? What does that mean?
6 I've developed an eating disorder as a result of my experiences.

Magic Items

Common Magic Items

Acid-Proof Bag

Adventuring gear, Common

This bag resists all damage possibly caused by acid or digestion, protecting itself and its contents from harm. Otherwise it acts the same as any other backpack or sack.

Armor of Expanding

Armor, Common

This set of armor always molds to the shape of your body, no matter how it changes. It can be easily concealed beneath clothes

Everlasting Trail Ration

Wondrous item, common

This unassuming trail ration is a pressed log of nuts, dried berries, and smoked meat, all held together with a suet-like substance and weighing 1 lb. If eaten slowly, this trail ration can regenerate itself back to its original size. It can provide up to 4 lbs of normal food if eaten gradually over the course of an entire day without being completely consumed. If eaten all at once, it continues to regenerate while in the creature’s stomach for the next 3d10 days, making them gain 4 pounds per day, and filling an entire capacity point until this time passes and the item is entirely digested.

Goodberry Pie

Food, common

Each of the 10 slices of this delicious pie causes the consumer to gain 2d20 pounds of fat.

Sleeping Bag of Compression

Wondorous Item, Common

When a creature enters this sleeping bag, they appear to have an empty belly.

Ring of Metabolizing

Ring, Common

While wearing this ring, you lose fat at double the normal rate

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.












Uncommon Magic Items

Clothes of True 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 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.

Expanding Potion

Potion, Uncommon

After drinking this potion, your stomach is filled with 8 Capacity Points of liquid with 5d20+10 HP. You gain no nutritional benefits from digesting this liquid.

Potion of Gurgling

Potion, Uncommon

After drinking this potion, all creatures in your stomach take 3d6 acid damage.

Ring of Spiritual Consumption

Wondrous Item, Uncommon,Requires Attunement

With this platinum ring, a predator can deny digested souls a conventional afterlife and instead confine them to the user's body. 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.

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.

Rare Magic Items

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.

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,drinks, protesting prey, or overeating. You may add +5 to your Strength (Athletics) checks to prevent the escape of already fully devoured prey, and gain 5 points to your 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 base capacity, but not maximium capacity 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.

Collar of Digestion

Wondrous Item, Rare, requires attunement

While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 2d10.










Courageous Chain-kini

Armor (chain mail), rare

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 (to a maximium of +2) while worn. In addition, they do not have disadvantage on stealth checks.

Cursed Chain-kini

Cursed Armor (chain mail), rare

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 (to a maximium of +2) while worn.

Fattening Weapon

Weapon (Any Melee), common (requires attunement)

You can use a bonus action to speak this magic weapon's command word, causing it to thrum with unknown energy. While active, whenever the weapon deals damage to any target it hits, the target is struck with fattening energies. Gaining a number of pounds equal to twice the total damage dealt by the attack. The energy lasts until you use a bonus action to speak the command word again or until you drop or stow the weapon. However, should the weapon miss an attack while active, the attuned user (even if they were not the one wielding the weapon at the time) gains a number of pounds equal to 1d4 per their CR/Level (min 1).

Feasting Food

Cursed Food, rare

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

Any and all food eaten during this state is instantly digested, adding their equivalent weight to the creature's, but also immediately adding 1d4 additional pounds of fat to the creature's body per pound of food consumed, similarly any creatures eaten and fully digested with make the cursed creature gain their weight alongside an additional 1d4 pounds per CR or Level of the eaten and digested creature (minimium 1d4). The cursed creature also deals an additional 1d10 acid damage to eaten creatures.

This state lasts for up to 1 hour, or until the creature is immobilized, unconcious, or the spell cure curse is casted on them.

Pendant of Gluttony

wonderous item, rare, requires attunement by a cleric

This item is a brass pendant depicting either a full stomach, or other symbols of gluttony, and hanging on an elastic necklace meant to wrap snugly around the wearer's neck.

While attuned to this item, whenever the wearer uses their action to attack, grapple, or make a Devour check, they may spend a charge to use their bonus action to make another Devour check. The item has 4 charges, that are regained at sunrise.

If a Cleric attunes to this item, they can use it as a holy symbol.























Very Rare Magic Items

Gloop of Viscosity

Wonderous Item, Very Rare

This magic item is actually a small ball of honey-like black fluid that is entirely indigestible, even by features that would allow you to digest magical items. You can attune to it by swallowing it and holding in your belly for an hour, upon which it fills the bottom of your stomach with a thick fluid You treat your capacity as if you were one size smaller as fluid constantly fills your belly, always giving you a constant slight swell. The sticky and viscous fluid makes it nigh impossible for any prey to move, struggle, or escape. It also rounds out the outlines of prey. All struggle, attack, or spellcasting attempts made inside you are done with disadvantage.

Ring of Asset Manupulation

Ring, Very Rare, requires attunement by a Sorcerer

This item is a silver ring depicting either a silhoutte with a massive pair of breasts, or other symbols of individuals with large assets, or other sexually suggestive imagery.

While attuned to this item, whenever the wearer spends a charge from this ring, they may cast a spell from this item's list without the need for Components, including Verbal and Somatic, they additionally do not need to hold concentration.. The item has 1d10 charges when found, and regains 1d4 at sunrise. The ring can hold a maximium of 12 charges at any time.

If a Sorcerer attunes to this item, they can use it as a spell focus.

Ring Spell List
Spell Charge Cost
Asset Barrier 3
Immobolize Person 3
Steal Fat 3
Lifting Gases 4
Meld into Flesh 5
Softskin 5
Amazonian Figure 6
Fat Surge 6

Ring of Barbaric Masochism

Ring, Very Rare, requires attunement by a Barbarian

While raging, whenever a creature deals 10 or more damage in a single hit to you, your attack rolls made against that creature have advantage until your rage ends or the creature is reduced to 0 HP

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.

Variant Rules

The following notes are various other variant rules your DM can choose to include with usage of this ruleset supplement. Please keep in mind that some of these rulesets are made to ensure a more story-focused, challenging, or comical nature to your game. Not all variant rules are necessarily right for your group.


Benefit To A Big meal

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

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

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

To calculate your meal size, add up the Capacity of every creature digested in a single day, and compare it to your own Capacity.
Ingesting new meals before your extra days are used up does not add extra days. If the new meal would give you more extra days than you currently have remaining, take the new result. Otherwise, the new meal does nothing besides go straight to your hips.

Tough Prey (VeryBatty Version)

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

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

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

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

What happens when you drink a potion with prey inside your system? Well, here's one solution your DM could take:

  • Health Potions- The predator regains HP as per normal, prey with the "Escape Artist" feat or similar features may use a reaction to "steal" the potion's healing for themself instead.

  • Spell-Effect Potions- Potions such as "Giant Strength Potions", or Potions that recreate the effect of spells such as "Enlarge/Reduce" effect both the predator and prey, though the prey may be offered a saving throw to resist the effects upon DM discretion.

  • Poisons- Ingestable poisons only affect the predator, other forms of poison such as contact poisons may still effect the prey though.
Tough Prey (Deeg V)

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.

3.0 Writing, Editing, & Format Credits

SouthernDruid

The main author of the 3.0 version, Druid spends most of his time reading, writing, playing, and DMing D&D 5e to begin with. SouthernDruid is more often than not chatting about various D&D stories that his friends wished he'd shut up about.


VeryBatty

Digestion and Devouring was originally designed by VeryBatty, whom can be found at any of the following places, without their hard work none of this would exist to begin with. From the bottom of our hearts thanks to VeryBatty! Please check them out, maybe even thank them for the original supplement!


Deeg

The creator of one of the 2.0 Supplements that SouthernDruid based 3.0 off of, and a DM SouthernDruid has played under, Deeg is a rather experienced Dungeon Master, writer, and player.


Squidpad

Another content creator whom had their hand in creation of a variant of VeryBatty's ruleset. Although I am less familiar with Squidpad personally, I have had pleasure in reading their work and used some of their variant as inspiration as well!


MrBluey created a format templet for Homebrew book covers, which was used in this document.








The Adipea Team

The team responsible for the creation of the Adipea server, rules, and concepts helped inspire some of the non-vore elements and items in this system. Without their incredible work this document would've been almost exclusively vore content.


Voracious8 and Team

The team responsible for the creation of another Voracious ruleset, and other concepts helped inspire some of the later-made vore elements and featuress in this system. Without their incredible work this document would've been a few subclasses and features shorter!


3.0 Artists and Visuals Credits

Owlizard

An artist commissioned by SouthernDruid, whom gave permission for said artwork to be used in this project.


Drelerd

An artist and friend commissioned by SouthernDruid, whom gave permission for said artwork to be used in this project.


Hexlove

An artist commissioned by SouthernDruid, whom gave permission for some of her artwork to be used in this project.


3.1 Playtest Credits

XXX

Description

  • LINK

XXX

Description

  • LINK

That's All For Now! Or is it?

The document is publically available now, but not quite complete.


For those curious enough to ask what comes next after all of this content, you can keep an eye on this page for any updates, or you can go above and beyond by joining our official discord server!

https://discord.gg/wcNDfThrgg


For those who want nothing to do with discord, but want to RP or interact in voracious shenanigans with likeminded folk, also try our F-List chatroom!

Devour & Digest (D&D Vore)

(F-List Room Name)

But moving forward, you can expect updates on our Spells, Magical Items, Feats, Subclasses, and potential Race and Subrace additions!