ExpanDnD Revised

by ShadowChorus

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ExpanD&D

WARNING: Mature content ahead.

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

Kudos to the Adipea RP server for their fantastic edits of my original work, much of which has been incorporated into this document in the newest round of updates.

Table Of Contents

PART I

The Gaining Game

General Rules

Bulk

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

Bulk Threshold

A character's bulk threshold is calculated similarly to their Carrying capacity, or more specifically, their Push, lift, and drag capacity. Multiply the sum of the character's Strength and Constitution scores by 15 to determine their Bulk limit. This is the maximum weight a character's body can reach before their sheer size begins to impede them. Higher Bulk penalties include the penalties from the lower levels as well.

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

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

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

Size and Mobility. Similarly to carrying capacity, a creature's size affects their Bulk limit. Larger creatures can weigh more without being impeded, while Tiny ones can weigh less before they reach their limit. For each size category above Medium, multiply the creature's bulk limit by 4. For each size category below medium, divide the creature's bulk limit by 2.

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

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

Optional Rule: Clothing and equipment tearing

Often times, someone increasing drastically in weight will suffer some problems maintaining their wardrobe. This can be problematic when someone suddenly and drastically increases in weight in the middle of a fight and finds that their armor suddenly no longer functions as such. While magical armor grows or shrinks to fit the wearer no matter the size, Non-magical armor is sized to the individual it is intended for at time of purchase typically, and has a limited elasticity.

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

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

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

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

Resizing and Elasticity

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

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

Emaciation

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

Emaciation Threshold

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

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

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

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

Gaining and Losing Weight Naturally

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

Diet and Exercise

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

Diet Points

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

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

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

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

Exercise

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

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

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

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

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

Daily Upkeep

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

Weight gain and loss

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

Size Categories and Exercise

Divide the number of diet points a creature burns through exercise for each size category it is below Small, or multiply the number by 4 for each size category it is above Medium. It takes less effort to maintain a tiny size and more to maintain extreme proportions. Your average size over the course of the day determines the number of diet points you burn passively through daily upkeep.

Gluttony and Gorging

This page details rules for eating, overeating, and digestion.

Eating your fill

There is a certain amount that a character can always eat without pushing the limits of their stomach. A character can passively eat a number of pounds of food in one meal equal to 2 + their Constitution saving throw modifier (minimum 2). One cup of drink is worth half of a pound of food in this regard. If a character is proficient in the Eating skill, they may use their Eating modifier or their Constitution saving throw modifier (whichever is higher) to determine their fullness limit.

The Eating Skill

All characters have the Constitution (Eating) skill added to their list of possible skill proficiencies, and it is added to every class's list of possible starting skills. The Eating skill can be used to stomach bad tasting, dangerous, or otherwise difficult to eat food and drink, as well as potentially identify unknown consumable substances by taste, though that might rely on a different ability score than Constitution.

Stuffing yourself

When a character is driven, by sexual arousal, magical persuasion, or competitive spirit, to eat beyond the point of fullness, they can make a Constitution (Eating) check. The number of additional pounds of food the character can eat past the point of fullness is equal to the resulting check minus 15 (minimum 0). If the result is 0, the character cannot eat or drink another bite.

Overindulging

If a character is forced to eat or drink more than their fullness capacity and Stuffing check will allow, they take 1d4 points of Bludgeoning damage for each pound of food they consume past their stuffing limit.

Digestion

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

Size Categories and stomach capacity

After determining a creature's stomach capacity, divide the creature's stomach capacity in half for each size category the creature is below small, and multiply by 4 for each size category above medium. The same is true for stuffing yourself.

Size Categories and Digestion

After determining a creature's digestion rate, divide the creature's digestion rate in half for each size category the creature is below small, and multiply by 4 for each size category above medium.

Optional Rule: Effects of Size

As written, the mechanical differences between Medium and Small creatures in ExpanD&D range from inconsistent to insignificant. If you want Small characters to feel a bit more distinct, use this simple rule: Anywhere a rule says, “for each size below Small,” replace that phrase with, “for each size below Medium.”

Optional Systems

Muscle Bulk

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

Base Weight

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

Gaining and losing muscle

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

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

Effects of Muscle

Every 10 pounds of muscle a character has above their base weight increases their carrying capacity and bulk limit by 1 pound. This is applied after any modifiers to bulk limits such as the Brawny feat, but before any Size modifiers.

Flex Limit

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

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

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

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

Muscle and Size Categories

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

Increasing Size Category

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

Small Creatures

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

Medium to Large

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

Large to Huge

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

To Infinity and Beyond

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

Simple Inflation

Sometimes, magic enlarges its subjects with substances besides fat. Water, air, and other fluids can help or hinder creatures inflated by them.

When a character is inflated by water or other liquids of similar density, you can count it toward their effective fat when determining whether they have reached their bulk limit, with 1 pound of liquid equivalent to 1 pound of fat.

Likewise, inflation via lighter fluids such as air can be simulated as a contribution to their effective muscle when determining whether they have reached their flex limit. Magical, lighter-than-air inflation can also be counted as a temporary reduction to a character’s effective weight as fat. In either case, the inflation is referred to as an increase in pounds of muscle for simplicity’s sake.

Inflation often is applied to the creature's entire body, making the expansion roughly spherical unless otherwise specified.

PART II

Heroes and Hedonists

Race content

This section contains content relating to races and subraces.

New Race: Fatspawn

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

Gluttonous Nature

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

Natural Thrillseekers

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

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

Fatspawn names

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

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

Fatspawn Traits

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

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

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

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

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

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your otherworldly lineage, you have excellent vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Natural Glutton. You have proficiency in the Eating skill.

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

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

New Race: Fatling

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

Fatling traits

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

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

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

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

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

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

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

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

Dual Nature. You have two creature types: humanoid and fiend. You can be affected by a game effect if it works on either of your creature types, or on the specific race of your humanoid parent.

Wings As an action, you can summon or dismiss a pair of wings on your back that give you a flying speed equal to your walking speed. If you choose to fly using your wings, you must stay within 5 feet of the surface below your feet. Your wings might be accompanied by short horns, a narrow tail, or other features usually associated with Succubi. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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

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

  • Any saving throws made to resist eating food or drinking nourishing drinks, or effects that otherwise put food into the target’s stomach (such as the Overabundance spell) are made with disadvantage.
  • Attack rolls and ability checks made by other creatures to feed the targeted creature are made with advantage.
  • The target has advantage on Eating checks.

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

New Race: Gelatinfolk

First born of the hedonistic desires of an ancient weight lich, many artificers throughout the ages delving into weight magic have copied those methods to create their own. These creatures are edible slimelike beings that have since grown an intelligent mind of their own.. They are extremely diverse in form and mind, with each one being created by different masters for different functions.These functions are often unknown to them, as gelatinfolk often gain sentience and memory only after their creator’s death.

Gelatinfolk Traits

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

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

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

Size. Gelatinfolk come in a variety of shapes and sizes, from small ones once treated as pets to great ones using their bodies as a food hoard. With proper care a small one could become medium and a medium one large. Your size is Medium, but if you weigh less than 60 pounds, you take up the same space as a Small creature. Except for this, you follow the normal rules for taking up the space of larger creatures as a result of high body weight.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of fatty food, doubled on a critical hit, and you lose an equivalent amount of mass. Additionally, gaining and losing weight through diet and exercise is harder for you. Halve the number of pounds of fat you gain or lose at the end of a long rest from an excess or deficit of diet points.

Speed. Your base walking speed is 30ft.

Homogenous. Without a solid frame or definite organs, variations in weight affect you differently.

  • You do not have a base weight. Instead, if your weight falls below 25 pounds, you fall unconcsious until your weight is restored above 25 pounds.
  • When you are burdened, your walking speed is reduced by 10 feet in addition to normal effects.
  • When you are impeded, you do not suffer disadvantage on Athletics checks.
  • When you are immobilized, you are not restrained, but your walking speed is reduced to 5 feet and you cannot dash.

Slime Capacity. Due to the Gelatinfolk having stretchy, adaptive bodies, their eating capacity is equal to their Constitution score, but they can't make stuffing rolls and take overindulging damage as normal.

Amorphous Body. Gelatinfolk are made of a gelatinous substance, and can cast Alter Self, only choosing the change appearance option but not limited to the body structure you have, once per short rest. You cannot change your size, weight, color, or texture to anything other than what it normally is. When you Squeeze to fit into a smaller space, you fit through a gap as small as 6 inches in both directions, regardless of your size. At the DM’s discretion, it may take several turns to squeeze through it.

Languages. Gelatinfolk speak Common and primordial

Subrace: Viscogelatin

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

Viscogelatin Traits

Their traits are a bit representative of their nature as the more simply made Gelatinfolk

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

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

Ooze Resilience. ViscoGelatin are notoriously hard to kill. You have advantage on death saving throws. In addition, strikes against you while you are unconscious do not critically hit, though they do still have advantage.

Unarmored Defense. Your lack of a solid body makes it impossible to wear normal armor but allows you instead to absorb some attacks. Your AC is 10+Dexterity Modifier+Constitution Modifier.If a class ability or spell offers a new way to calculate your AC, such as offered by the Barbarian, Monk, or Sorcerer classes, or the Mage Armor spell, you must choose which one you want to use.

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

Subrace: Vivagelatin

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

Vivagelatin Traits

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

Unarmored Defense. Your lack of a solid body makes it impossible to wear normal armor but allows you instead to absorb some attacks. Your AC is 10 + your Constitution Modifier + your Strength modifier. If a class ability or spell offers a new way to calculate your AC, such as offered by the Barbarian, Monk, Sorcerer classes, or the Mage Armor spell, you must choose which one you want to use.

Sweet(Savory) Snare. As an action, you can attempt to restrain a creature you can touch. The target must make a Strength saving throw. On a failure, the target is restrained, takes 1d4 bludgeoning damage, and is forced to consume a number of pounds of fatty food equal to the damage dealt, and you lose an equal amount of weight. The damage increases to 1d6 at level 6, 1d8 at level 11, and 1d10 at level 16. While restraining a creature this way, you can use your action to make it repeat the saving throw or suffer the same effect, you are unable to grapple another target, and your movement speed is reduced to 0. The target is no longer restrained if a creature that can touch it succeeds on a Strength check, if the target succeeds on an Athletics or Acrobatics check, or if you use your action to do anything but stuff the target. The DC for this feature is 8 + your proficiency bonus + your Strength modifier. After you successfully restrain someone on the initial save once, you must finish a short or long rest before using this feature again.

Pudding Power. Vivagelatin are as hard to down for good as any Gelatinfolk. If you are reduced to 0 hp you can instead drop to 1 hp. Once you use this ability you must take a long rest before you can use it again.

New Warforged Subrace: Kitchenforged

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

Servant Statuary

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

Engraven Girth

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

Inclusive Engraven Girth

No warforged should feel excluded from the pleasures of earthly excess. Feel free to adopt the Engraven Girth racial trait to any warforged subrace you play.

Kitchenforged Traits

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

Abillity Score Increase. Your Constitution score and one other ability score of your choice increase by 1.

Size. Crafted in the likeness of common mortal races, your size is Medium. Kitchenforged have a base weight 2 times that of the race they are crafted in the likeness of.

Additionally, Kitchenforged use double their Strength score when calculating their Bulk thresholds.

Toughness. Crafted of animate stone, metal and other such materials, your ability to absorb blows far exceeds that of your mortal counterparts, and even your Warforged cousins. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Masterwork

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

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

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

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

Foodforged

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

If you decide to do so, consider adopting the Food Composition trait as well, in case the materials you choose happen to still be edible.

Food Composition. Any creature that hits you with a bite attack eats 1d4 pounds of average food, doubled on a critical hit, and you lose an equivalent amount of mass.

Class Content

This section contains content relating to classes and sub-classes

Artificer: Specialists

Culinarian Specialist

The culinarian works within the realm of mysterious artifice that is consumable items and items designed around improving the efficacy of hedonism and gluttony, and the practice thereof.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency with tinker's tools and cook's utensils, assuming you don't already have them. You also gain tinker's tools and cook's utensils for free - the result of tinkering you've done as you've prepared for this specialization.

Crafting. If you craft a magic item in the food category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Culinarian Spells

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

Culinarian Spells
Artificer Level Spell
3rd Hearty Tonic, Syrup Trap
5th Stretch Stomach, Emburden
9th Healing Salve, Redirect Repast
13th Create Fattening Food and Drink, Fatball
17th Immobilize Monster, Rampant Vitality

Auto-feeder

At 3rd level, you have managed to piece together the designs for a device meant to automatically deliver food to yourself and others.

Whenever you finish a long rest and your tinker's tools are with you, you can create an auto-feeder, which a small device that can be carried on your person. If you already have an auto-feeder from this feature, the first one breaks down.

An Auto-feeder can be used in two distinct ways: Feeding yourself and feeding others.

On your turn, a number of times per turn equal to your Intelligence Modifier, the auto-feeder can feed you a pound of food, or a food item of your choice without requiring an action or reaction.

As a bonus action on your turn, you may attempt to have the auto-feeder feed a target you can see within 30 feet of you a pound of food or piece of food of your choice. An unwilling creature can attempt a Dexterity Saving Throw against your spell save DC to avoid this, and on a success the food is lost splattered across the ground after being launched with significant force, but the target is not forced to eat it.

Additionally, the Auto-feeder possesses enough basic magic to supply you with mundane, basic quality food, up to a number of pounds per day equal to 5 times your Intelligence modifier.

The auto-feeder also serves as a tester for any ingredients or food put through it, allowing you to determine if any ingredient or food has been poisoned or in some manner unsafe to consume, magically or otherwise.

The Auto-feeder also functions as a weapon to augment your spells and attacks. Any time you hit a creature with an attack roll or spell attack roll, you can choose to force them to consume 1d4 pounds of food. The force of this blast also deals 1d4 points of force damage as the magical overcharge blasts the food into the creature. This feature of this ability can be used a number of times equal to your Intelligence modifier, with expended uses being regained when you finish a long rest.

Hearty Cuisine

At 6th level, your culinary skills have improved and you have also made improvements to your auto-feeder.

Your auto-feeder is now able to attempt to feed each creature of your choice within 30 feet as a bonus action rather than a single creature, and may feed you any amount of food on your turn by magically teleporting the food into your stomach rather than feeding it to you directly. The attacking ability of your auto-feeder also improves, allowing it to feed 2d4 pounds of food and inflict 2d4 points of force damage on a successful attack or spell attack roll.

Additionally, any food made by you or your auto-feeder has faint magical or supernatural qualities. Every time a creature consumes food of your or your auto-feeder's creation, you can choose one of the following effects:

  • the creature immediately gains 1 pound.
  • the creature immediately loses 1 pound.
  • the creature has advantage on saving throws against exhaustion for the next hour.
  • the creature gains darkvision to a distance of 30 feet for the next hour.
  • the creature gains disadvantage on Dexterity(stealth) checks for the next hour
  • the creature gains advantage on Constitution(eating) checks for the next minute.

Culinary Savant

At 14th level, your culinary experience is so extensive that you have inured yourself to most of the dangers of overindulgence. You have resistance to damage caused by overeating or ingesting harmful food, and are unaffected by the Burdened and Impeded Bulk statuses.

In addition, your auto-feeder improves in the following ways:

  • Its range of feeding increases to 120 feet
  • The food and force damage inflicted by its attack augmentation ability both increase to 4d4.

Beyond that, your food also gains the following additional possible effects:

  • The creature immediately digests 1d4 pounds of food
  • the creature's movement speed is reduced by 10 feet until the end of their next turn. (this effect does not stack with itself)
  • The creature gains an additional exercise point when they take their next long rest.
  • The creature loses an exercise point when they take their next long rest. (to a minimum of 0)

Barbarian: Primal Paths

Path of Crushing Flesh

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

Crushing Flesh DC

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

8 + your Proficiency Bonus + your Constitution modifier

Fleshy Bulwark

At 3rd level, when you take this path, your rage is augmented by a surge of supernatural flesh. While raging, your body swells outward with fat that, while visually impressive, does not actually affect your body weight. You are treated as being one size category larger than normal while raging. Your weapons and armor increase in size to match your new size.

Flesh Boulder

Additionally at 3rd level, while raging you can charge across the battlefield and plow down creatures in your path. While raging, as an action, you can attempt to move up to your movement speed in a straight line through your enemies. Each enemy whose space you attempt to move through must make a Strength saving throw. On a failure, they are knocked prone and take bludgeoning damage equal to your Rage Damage. Hostile creatures’ space counts as difficult terrain when you use this feature. If this movement would end in a hostile creature’s space and that creature failed its save against this feature, it is moved to the nearest unoccupied space. If it succeeded, it can choose whether to move to the nearest unoccupied space or force you to move to the nearest unoccupied space.

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

Flesh Juggernaut

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

Earth Shatter

At 10th level, you have gained the ability to concentrate your weight into one point powerfully enough to shake the earth. As an action while raging, or as a bonus action if used immediately after using Flesh Boulder, you can choose to fall prone and force all creatures of your choice within 10 feet of you to make a Strength saving throw or fall prone, taking bludgeoning damage equal to your Rage Damage. .

Creatures that are already prone must also make a Constitution saving throw or have their movement speed reduced to 0 until the end of your next turn

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

Fatty Titan

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

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

Path of the Predator

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

Feral Jaws

When you choose this path at 3rd level, your maw becomes a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Additionally, you can use a bonus action to make a bite attack against any creature you are grappling.

Swallow Whole

Also at 3rd level, when you deal damage to a creature with your bite attack while raging, if their current number of Hit Points is less than or equal to than 10 + two times your Barbarian level, you can use your reaction to swallow them whole.

A creature you swallow in this way begins suffocating and is blinded, restrained, and incapacitated while in your stomach, and the creature contributes 1/10th of its weight for the purpose of determining your fullness. If you fall to 0 hit points while you have a creature in your stomach, it is neither restrained nor incapacitated and can exit your body using 5 feet of movement, ending the blindness. If a creature falls to 0 hit points in your stomach, they turn into into an amount of Fatty food equal to 1/10th their total weight. Any edible items are immediately consumed with the creature, and activate their effects on you. Any inedible items are coughed up on your next long or short rest.

Indomitable bulk

At 6th level, your sheer power allows you to move even when others would be completely immobilized. Your Eating Capacity, Bulk Capacity and Carrying Capacity are doubled, and you never lose movement speed from being Encumbered or Impeded by your Bulk.

Ravenous Constitution

At 10th level while raging you have advantage on Constitution checks and saves, and digest pounds of food equal to your Constitution modifier at the beginning of each of your turns.

Gluttonous Frenzy

Starting 14th level, while raging you now gain Hit Points equal to the pounds of food you digest from your Ravenous Constitution feature, and you do not need to use a reaction when you use Swallow Whole.

When you swallow an enemy, any hostile creature within 30 feet of you must make a Wisdom save versus a save DC of 8 + your Strength modifier + your Proficiency bonus. On a failure they become frightened for 1 minute. A frightened target can repeat this saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target is immune to this feature for the next 24 hours.

Bard: Bard Colleges

College of Seduction

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

Bodyshaper

When you join the College of Seduction at 3rd level, you learn to shape your body to your needs. You can expend one of your uses of Bardic Inspiration as a bonus action, transforming your appearance and rolling a Bardic Inspiration die, adding the result to your next Deception, Performance, or Persuasion check. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. These changes last until you are killed or choose to revert the changes as a bonus action.

Mark of Seduction

Also starting at 3rd level, you can mark an individual, rendering them more susceptible to your seductive wiles. As an Action, you can touch a creature you can see within 5 feet of you. That target must succeed a Wisdom saving throw against your spell save DC. If it fails, you automatically assume an appearance considered attractive by your target, following Bodyshaper’s restrictions, and the target is charmed by you while you maintain that appearance, until you do anything harmful to it, or until the end of your next long rest. Once you use this feature, you cannot do so again until you finish a long rest.

Kiss of the mind's eye

At 6th level, you gain the ability to glean information from a creature by intimate contact, such as a kiss. As an action, you can kiss or otherwise intimately make contact with another creature, which must make a Charisma saving throw against your spell save DC. If it fails, You can learn the answer to one question of your choice from the target by skimming his mind for those thoughts or memories. If a creature succeeds the saving throw, they cannot be affected by this feature again until you finish a long rest. Creatures immune to being charmed are unaffected.

Discordant Adoration

Starting at 14th level, you can turn your admirers against each other as they vie for your favor. As an action, designate a creature within 120 feet of you that is charmed by you. While it is charmed by you, it regards other creatures charmed by you as its enemies. Whenever the creature chooses a target, it must choose at random from among the creatures it can see that are charmed by you or whom it already regarded as enemies. If an enemy provokes an opportunity attack, the creature must make that attack if it’s able to. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

College of Decadence

Culinary Training

The College of Decadence not only teaches song and entertainment to best accompany feasting, but also has its students practice culinary arts. When you join the College of Decadence at 3rd level, you gain proficiency with Brewer's Supplies, Cook's utensils, and the Eating skill.

Inspired Hunger

At 3rd level, you are a master of the feast whose words and art may inspire gluttony and satedness as desired. Those upon whom you use an inspiration die may at their expend it to expand their stomach capacity by the result of the inspiration die. Additionally, the result of the die is added to the target's next Eating check. Unlike most uses of inspiration, you may use this on yourself.

Alternatively, you may as a bonus action expend one use of your inspiration, rolling a bardic inspiration die and subtracting the number rolled from the stomach capacity of a creature you can see within 60 feet. This effect persists until the end of your next turn.

Encourage Digestion

At 6th level, your performances speak not only to the minds of your audience, but also quite literally to their stomachs. As a reaction, you may cast Abyssal Stomach without expending a spell slot. Your taget must be able to hear you. You may also use this ability to cast Hypnotic Hunger without expending a spell slot. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Song of Mobility

At 14th level, immobility remains a distant fear to those in your company. Once per long rest, you may spend an hour performing for a group of creatures. For twenty-four hours or until their next long rest, a number of your audience equal to your Charisma modifier (minimum 1) may double all their bulk thresholds.

College of Fattening Fate

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

Heavy Stakes

Starting at 3rd level, when you cast a spell or expend a use of your Bardic Inspiration, roll two 1d12. If one result is even and the other is odd, you gain weight equal to the sum of the results. Otherwise, you lose weight equal to the sum of the results.

The Deck of Many Fates

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

Fortune’s Hand

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

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

Self-fulfilling Prophecy

Starting at level 6, you can expend a use of your Bardic Inspiration to grant yourself the benefits of one of the Fortunes in your Fortune’s Hand. A Fortune used in this way is removed from your Fortune’s Hand.

Destined Draw

Starting at level 14, your time looking into the future has awoken you to the beginning and end of a journey. Roll 1d4 and take the result from the Destiny Table. You can replace one of the Fortunes in your Fortune’s Hand with the result from this roll. Once you replace a Fortune in this way, you must finish a long rest before you do so again. If you expend a use of Bardic Inspiration to grant a creature the benefits of one of these Fortunes, the weight you gain or lose when you from the use of Bardic Inspiration is doubled.

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

College of the Battle Dancer

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

Bonus Proficiency

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

Battle Dance

At 3rd level, you can inspire nearby allies, invigorating them with a burst of energy. As an action, you may spend 2 uses of your Bardic Inspiration to grant a willing creature other than you that can see you an additional action on its next turn. This action is wasted if not used on the creature’s next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

A creature targeted by this ability must finish a long rest before being able to be targeted again, and cannot benefit from this if it is under the effects of the Haste spell or similar magic that gives it extra actions.

Heavy Hips

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

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

• The target is pushed 10 feet away from you.

• The target is immediately knocked Prone.

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

At higher levels, the damage done and distance you are able to push enemies with this feature increases, provided your Bulk is over a certain threshold. At 11th level, if you are at least Burdened by your Bulk, the damage done increases by 1d6, and distance you can push an enemy increases by 5 feet. At 17th level, if you are at least Impeded by your Bulk, the damage done increases by an additional 1d6, and the distance you can push an enemy increases by an additional 5 feet.

Inspiring Dance

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

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

Blood Hunter: Blood Hunter Orders

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

Order of the Liposanguinor

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

Dark Adaptation

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

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

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

Rites of Blooding

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

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

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

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

Deathly Grace

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

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

Vampiric Fortitude

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

Vampiric Charm

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

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

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

Unholy Regeneration

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

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

Liposanguinor's Gift

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

Cleric: Divine Domains

Hedonism Domain

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

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

Pleasurebringer

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

Touch of Pleasance

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

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

Channel Divinity: Divine Feast

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

  • Resistance to Poison damage
  • Advantage on Constitution saves against Disease
  • +1 AC

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

Enchanted Treats

At 6th level, when you complete a long rest but before you prepare spells for the day, you may imbue food or drink with spells and remaining spell slots you had prepared the previous day. Expend one spell slot of the appropriate level for each spell you wish to imbue into food or drink. The spell must have a range of touch or greater and target only one creature. When the imbued food is consumed, the spell is triggered targeting the consumer. If the spell involves an attack roll, you must make it when a creature eats it. One piece of food can have only a single spell placed on it at a time with this feature. Any food imbued using this feature expires at the end of your next long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, enemies damaged by your cleric cantrips gain a number of pounds of fat equal to the damage dealt.

Icon of Excess

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

Fitness Domain

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

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

Burning Metabolism

From 1st level, Anytime you deal fire or radiant damage with a cleric spell,feature or subclass feature each target of the effect loses a number of pounds of mass equal to the damage dealt, and when you restore a creature's hit points with a cleric spell, you can cause the creature to gain or lose a number of pounds of mass up to the number of hit points it regains.

Waistline Warrior

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

Channel Divinity: Burning Vigor

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

Channel Divinity: Fit Sprint

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

When the effect ends, if the target is Emaciated or Burdened by its bulk, the target can’t move or take actions until after its next turn as a wave of lethargy sweeps over it.

Potent Spellcasting

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

Peak Health

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

Additionally, you can use your action to maintain peak physical condition. You gain or lose weight such that you are neither Burdened nor Emaciated. If you are neither Burdened nor Emaciated, you can choose any amount of weight to gain or lose short of becoming Burdened or Emaciated by the change in weight. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw. On a failure, it takes damage equal to your cleric level. This damage is radiant if you gained weight or fire if you lost weight. You can use this feature as a reaction in response to becoming Burdened or Emaciated. After you use this feature, you can't use it again until you finish a short or long rest.

Druid: Druid Circles

Circle of the Harvest

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

Harvest hand

At 2nd level you gain proficiency with Cook’s Utensils, and whenever you make a Wisdom (Survival) roll to forage for food, you add your levels in druid to the number of pounds of food you find.

Additionally, over the course of 1 minute, you can touch a number of pounds of non-meat food equal to your Druid level and make them into food of any quality. You can instead touch a creature’s stomach for 1 minute, changing the the quality of non-meat food in their stomach to any other quality. Once you transmute food in this way, you must finish a short or long rest before you can do so again.

Growing Touch

Also at 2nd level you can summon fruiting plants to aid you, feeding your foes and hampering their movement. As an action you can make a ranged spell attack against a creature you can see within 60 feet. On hit, the target takes bludgeoning damage equal to your Wisdom modifier + you levels in Druid, is fed pounds of fatty food equal to half the damage done (rounded down), and has their movement speed halved by sappy vines until the end of its next turn.

Additionally, when you are targeted by an attack, you can use a reaction to cause a growth of plants to spring to your defense, imposing disadvantage on one attack roll targeting you.

Plant Transmutation

At 6th level, you can use your touch to immediately turn a nonmagical plant into food, and vice versa. As an Action, you can perform one of the following abilities The number of pounds you can transmute with one use of this feature is equal to twice your druid level.

  • Plant to Food. You can turn one nonmagical plant you touch into an amount of food equivalent to its weight, by turning a tree into chocolate or a bush into a stack of apples, for instance.
  • Food to Plant. You can turn any amount of food into a plant of equivalent weight that grows in a pattern of your choice, such as turning 10 pounds of rations into a 10-pound ladder of vines to climb a wall.

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

Food Wild Shape

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

Harvest's Wrath

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

Fighter: Martial Archetypes

Battle Chef

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

Master Chef

Starting when you choose this archetype at 3rd level, you gain proficiency with Cook's Utensils and Brewer's supplies, and may add double your proficiency bonus to checks made to create food or drink with them. You also are proficient with improvised weapons that are kitchenware, such as pans, chef’s knives, ladles.

Guts

Also starting at 3rd level, when you finish a short or long rest, you gain a number of guts points equal to half your Fighter level (rounded down). You lose any guts points over this number when you finish a long rest. You can use guts points to perform various Battle Chef features. An attack can only be affected by a single Battle Chef feature that modifies an attack. You can gain guts points in the following ways:

Critical Hit. When you make a weapon attack and roll a 20 on the die, you regain 1 spent guts point.

Killing blow. When you reduce a hostile creature to 0 Hit Points, you regain 1 spent guts point.

Chef's Specialty

By 3rd level, you have established a healthy knowledge of ingredients and their special magical properties. You can expend 1 guts points whenever you use a Specialty. If the target cannot eat, any specialties that require the target to eat something have no additional effect.

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

Bloating Bean. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to force it to eat a bloating bean. It must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn due to the uncomfortable bloating, gassy sensation.

Slippery Grease. You coat your weapon in slippery grease that splashes onto the opponent's hands. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to attempt to disarm it. It must make a Dexterity saving throw or drop 1 held item of your choice. On a failed save, it drops the object you choose. The object lands at its feet

Zephyrleaf. Eating this lightly magical leaf fills your body with excess wind that is very quickly released, but allows you to move forward and retreat after an attack too swiftly to be tracked. When you make an attack, you may spend 1 guts point to increase your melee reach by 5 feet for this attack.

Frost Oil. Coat your weapon with this frigid oily substance. When you hit an enemy with a melee weapon attack, you may spend 1 guts point to force it to make a Constitution saving throw or have its movement speed reduced by half on its next turn.

Belly Bump

Starting at 7th level, you can spend 1 or more guts points after a melee attack hits to follow it up with a blow from your body. If the attack hits, the target must succeed on a Strength saving throw against your Specialty DC or be thrust directly away from you 10 feet per point of guts spent on the attack.

Burning Oil

Starting at 7th level, you've learned to quickly coat your weapon in burning oil between attacks. When you hit an enemy with a melee weapon attack, you can spend 1 or more guts points to ignite the oil on your weapon, causing the attack to deal an extra 1d6 fire damage per guts point spent.

Quick Snack

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

Culinary Teamwork

Starting at 10th level, you can use Belly Bump, Burning Oil, or Chef's Specialty to augment the melee attacks of an ally within 5 feet of you, if you are also adjacent to the enemy they are attacking.

Third Wind

By 15th level, you've learned of a variety of energy and stamina restoring herbs and spices. You can spend 1 guts point as a bonus action to regain hit points equal to 1d10 + your Fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Leadberry

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

Thunderous Critical

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

Knights of the Steel Harvest

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

Restriction: Knighthood

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

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

Protective Padding

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

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

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

Fat Tactics

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

You gain proficiency in the Eating skill.

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

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

Tireless

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

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

Heavy Strikes

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

Iron Fortitude

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

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

Lipomantic Rune-Knight

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

Rune Knight DCs

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

Rune-Carving

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

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

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

Feasting Strike

Also at 3rd level, you can use your rune-carved weapon to draw mass into yourself to fuel your other abilities. When you hit an enemy with a weapon attack using your rune-carved weapon, you deal an extra amount of Necrotic damage equal to your Intelligence modifier (minimum 1), and you gain an equivalent number of pounds of fat.

Lipomantic Burst

At 7th level, the runes on your armor can be used to thrust attackers away from you. When you are hit by a melee attack, you can use your reaction to deal 1d10 + your Intelligence modifier in force damage to your attacker, and force your attacker to make a Strength Saving throw or be pushed 20 feet directly away from you and knocked prone. Using this feature drains 1d10 pounds of fat from your body, and once used cannot be used again until your 4th turn after you use this. The number of rounds that must pass reduces by 1 at 10th, 15th, and 18th level; at 18th level, you can use this feature once every round.

Rune-blast

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

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

Runic Shift

At 15th level, as a bonus action, you can activate the runes on your armor to enhance your mobility on the battlefield. Until the end of your turn, your walking speed increases by 10 feet, you do not provoke opportunity attacks from creatures you have attacked this turn, and you can move through solid objects and the spaces of other creatures without expending additional movement. Ending your turn inside an object causes you to take 2d10 points of force damage and immediately move to the nearest unoccupied space.

Using this feature drains 1d10 pounds of fat from your body, and once used cannot be used again until your 2nd turn after you use this. The number of rounds that must pass reduces by 1 at 18th level; at 18th level, you can use this feature once every round.

Lipomantic Conduit

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

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

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

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

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

Monk: Monastic Traditions

Way of the Full Circle

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

Grappling Style

At 3rd level your training and diet has honed your body for your Path. You gain Proficiency in the Strength (Athletics) and Constitution (Eating) skills if you don’t have them already. When you attempt to grapple or shove a creature, you add a bonus to the Strength(Athletics) check to do so equal to half your Wisdom modifier, rounded down (minimum 1). If you are Burdened or greater by your bulk or Clumsy or greater by your Flex, you instead add your full Wisdom modifier (minimum 1) as a bonus to the check.

Additionally, if you are Burdened or greater by your bulk or Clumsy or greater from your Flex, enemies one size larger than you do not automatically succeed on attempts to break your grapples.

Full Circle Technique

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

Demon Crushing Hold (1 Ki point)

Make a Strength (Athletics) check, contested by your opponent’s Strength (Athletics) or Dexterity (Acrobatics), as if grappling, against a creature currently grappled by you. If you succeed, your target is restrained while they are grappled by you, and you may move freely through your target’s space. At the start of each of your target’s turns while they are grappled by you, they take bludgeoning damage equal to your Wisdom modifier (minimum of 1).

Dragon’s Breath Throw (1 Ki point)

You throw a creature grappled by you 5 feet horizontally, in any direction, ending the grapple. This increases to 10 feet if you are Burdened or Clumsy, 15 feet if you are Impeded or Lumbering, and 20 feet if you are Immobilized or Musclebound. Your target must make a Strength saving throw against your Ki save DC. They have disadvantage on this save if they cannot move the full throw distance due to an obstacle or another creature. On a failure they fall prone and take bludgeoning damage equal to your martial arts die. If your target would be pushed into another creature’s space, that creature must also make the save for this maneuver.

If the impacted creature is one or more sizes smaller than the thrown one, it makes the save with disadvantage, and it does not stop the movement of the thrown creature, moving into available nearby spaces if necessary. On a failure, it takes bludgeoning damage equal to your martial arts die and is knocked prone.

Warrior’s Catch

Starting at 6th level, you can deflect or even catch melee attacks. When you are hit by a melee weapon attack, you can spend 1 Ki point to use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, and you would be able to make a grapple attempt against the creature that triggered this effect, you may automatically apply the grappled condition to that creature. Attack rolls with the weapon or attack that triggered this feature have disadvantage until the grapple ends.

Mountain Stance

At 11th level you are as durable and immovable as a mountain. While you are grappling a hostile creature, you gain resistance to bludgeoning, piercing and slashing damage. If you are Burdened or greater by your bulk or Clumsy or greater by your flex, you cannot be moved while you are grappling a hostile creature.

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

Spirited Embrace

At 17th level, once per turn, you may spend 2 Ki points to make your next grapple or shove attempt deal damage equal to martial arts die + your Wisdom modifier. If you are Burdened or greater by your bulk or Clumsy or greater by your flex, you instead deal damage equal to two of your martial arts dice + your Wisdom modifier. The damage from this feature is in addition to any damage dealt by the maneuver.

Additionally, you can now grapple creatures up to 2 sizes larger than yourself, and they do not automatically succeed when they attempt to break your grapple.

Way of the Sated Fist

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

Hungering Fists

Beginning when you choose this path at 3rd level, you can draw energy from your opponent to fuel your weight and vitality. Whenever you critically hit an opponent with an unarmed strike, you regain a number of Hit Points equal to your Martial Arts die + your Wisdom modifier, and gain an equal number of pounds of fat on your body. Your target loses an equal amount of weight.

Fullness of Body

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

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

Iron Flesh

At 6th level, as a reaction to taking damage, you may spend 2 Ki to gain resistance to all damage, including the triggering attack, until the beginning of your next turn. After using this ability, you must complete a long rest before you can use it again.

Additionally, you may ignore penalties to your movement speed from being Burdened or Impeded. If you are Immobile, you may make attacks without disadvantage from being Restrained by your own body.

Sated Fists

At 11th level, whenever you use your martial arts die to deal damage to a hostile creature, you gain bonus damage to that attack based on your current bulk. The bonus damage increases with your bulk: +2 if you are Burdened, +4 if you are Impeded or +6 if you are Immobilized.

Mind over Body

At 17th level, you can spend 4 Ki points as an action to gain the effects of the spell Freedom of Movement on yourself for 1 hour.

Paladin: Sacred Oaths

Oath of Strength

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

Oath Spells

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

Tenets of Strength

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

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

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

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

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

Channel Divinity

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

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

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

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

Aura of Might

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

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

Divine Bulwark

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

Divine Behemoth

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

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

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

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

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

Oath of Protection

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

Tenets of Protection

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

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

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

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

Oath Spells

You gain oath spells at the paladin levels listed.

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

Channel Divinity

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

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

Body Block. As an action, you call out your enemies, using your unmissable figure to draw the ire of their foes. You may choose a number of targets within 30 feet up to their Charisma modifier. A chosen target receives disadvantage if they attack any target other than the paladin. The effect lasts for one minute, or until you choose to end it (no action required).

The effect also ends if you fall unconscious.

Buttressing Aura

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

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

Unyielding Stance

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

Stalwart Bastion

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

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

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

Oath of Plenty

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

Tenets of Plenty

The Oath of Plenty emphasizes the following tenets.

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

Oath Spells

You gain oath spells at the paladin levels listed.

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

Channel Divinity

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

  • Surfeit of Stars. As a bonus action, you form stars of food that orbit those under your protection. For the next minute, when an enemy you can see within 30 feet of you attacks a creature besides you, the attacker takes radiant damage equal to 1d4 + your Charisma modifier (minimum 0) and is forcefed a number of pounds of fatty food equal to the damage dealt. After a creature is damaged in this way, it cannot be damaged in this way again until the beginning of its next turn.
  • Blessed Bounty. As an action, you bless all nonmagical food and drink within 10 feet of you for 1 hour. Food blessed in this way is purified and rendered free of poison and disease, and a creature that eats 1 pound of food blessed in this way gains 1d4 pounds of weight. Additionally, any creature that consumes any food blessed in this way before the blessing ends has their current and maximum hit points increased by an amount equal to your Charisma modifier and the number of diet points the food is worth, rounded up, for 1 hour. A creature cannot benefit from this increase again for 1 hour after receiving the increase.

Aura of Plenty

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

  • When a friendly creature within the aura, including you, would lose weight, whether naturally or otherwise, they may choose to halve the weight they lose.
  • You double the amount of food you create with your paladin spells if it is created in an unoccupied space within the range of this aura, and when you feed a creature within the range of this aura with a paladin spell or with Surfeit of Stars, the amount of food the target eats is doubled. At 18th level, the range of this aura increases to 30 feet.

Rapid Response

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

Faminebreaker

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

  • When you use a paladin spell to create food or drink, you can use a reaction to bless it as if you had used Blessed Bounty on it. The damage dealt by Surfeit of Stars increases to 2d4 + twice your Charisma modifier.
  • You and your allies within 30 feet of you have advantage on Constitution checks, Constitution saving throws, and death saving throws.
  • You and your allies within 30 feet of you have resistance to necrotic and poison damage.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Ranger: Ranger Conclaves

These archetypes are designed using the Revised Ranger from the Unearthed Arcana.

Siege Master

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

Siege Warfare

When you take this archetype at 3rd level, you become proficient in the use and construction of specialist ‘Siege Weapons’. You gain your own siege weapon, which you have been designing and constructing during your spare time. It is a loading, two-handed ranged weapon that deals 2d6 piercing damage and has the siege property, allowing it to deal double damage to objects and structures. Its normal range is 300 feet, and its maximum range is 1200 feet. If you lose your siege weapon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. Siege Weapons are neither martial nor simple weapons. A creature that is not proficient in Siege Weapons has disadvantage on attack rolls made with them.

At the end of each short or long rest, you can produce 15 rounds of ammunition for your siege weapon. Each round weighs a quarter of a pound and unspent rounds degrade over time, becoming uselessly inert 24 hours after they are created.

Steady Stance

Also at 3rd level, you can take a steady stance to improve your aim. As a bonus action on your turn, you may add half your Wisdom modifier (rounded down) to your ranged attack rolls until the end of your turn. If you are Impeded by your bulk, this bonus increases to your full Wisdom modifier. You may only use this ability if you have not moved during your turn, and you may not move during your turn after using this ability. If you are forced to move, such as by a Thunderwave spell or by a mount you are riding, you lose the effects of taking a Steady Stance. You must be proficient with a kind of vehicle to be able to adopt a Steady Stance while on that kind of vehicle.

Take Aim

Starting at 5th level, after using Steady Stance, you gain advantage on the first ranged weapon attack you make on your turn.

Vital Shot

At 7th level, when you use Steady Stance before a ranged attack and land a critical hit, you deal additional damage equal to half your Wisdom modifier (rounded down). If you are Impeded by your bulk, this damage increases to your full Wisdom modifier. In addition, the target suffers one of the following effects of your choice.

Sapping Shot. The target suffers a 1d4 penalty on all of its attack rolls and ability checks until the end of its next turn. If you are Impeded by your bulk, this penalty increases to 1d8.

Staggering Shot. The target cannot take reactions until the end of its next turn. If you are Impeded by your bulk, the target is instead incapacitated until the end of its next turn.

Slaying Shot. The target takes additional damage equal to half your Wisdom modifier. If you are Impeded by your bulk, this damage increases to your full Wisdom modifier.

Heavy Ammunition

At 11th level, you have refined your siege weapon and ammunition to be even more effective, able to pierce the most durable of armors. The base damage of your siege weapon is increased by 1d6, and any damage dealt by your siege weapon ignores damage resistance to piercing damage.

Piercing Shot

At 15th level, your shots lose almost no momentum when punching through thick materials. When wielding a Siege weapon, you ignore half and three quarters cover, and may make attacks against targets behind full cover as if they had three quarters cover (which you do not ignore) if the cover is provided by no more than 1 foot of material.

Additionally, after entering a Steady Stance, you can use your action to make a piercing shot with your siege weapon, expending 1 piece of ammunition. Make a ranged weapon attack with your siege weapon against each creature in a straight line between you and a point within your siege weapon’s maximum range, ignoring cover. For each size a target is above Medium, you make an additional ranged weapon attack against that creature. Attacks made in this way may are affected by all effects that normally affect your siege weapon. After you use this feature, you cannot use it again until you finish a short or long rest.

Wild Walker

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

Ravenous Hunter

Beginning at 3rd level, the number of diet points you burn, your stomach capacity, your stuffing limits, and your digestion rate are all doubled.

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

Wild Nature

At 3rd level, when you join this conclave, choose a wild nature and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Instincts. You gain darkvision out to 60 feet, and you do not have disadvantage on Wisdom (Perception) checks that rely on sight in a lightly obscured area. Additionally, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice: AC, current hit points, movement speed, or one of your ability scores.

Charger’s Gait. Your walking speed increases by 10 feet.

Survivor’s Grit. When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Constitution modifier.

Feral Form

Also at 3rd level, when you join this conclave, you choose a feral form adaptation from the list below. When you reach 11th level in this conclave, you gain a feral mobility adaptation, and when you reach 15th level, you gain a feral weapon adaptation.

As a bonus action, you can expend a use of this feature and adopt your feral form, manifesting your chosen adaptations. The exact nature and appearance of your adaptations are up to you, but should be appropriate to the effects of the feature. Each round you maintain your feral form counts as 1 hour of workout. This increases to 2 hours of workout per round at 11th level and 3 hours of workout per round at 15th level. Your feral form lasts until you dismiss it as a bonus action or for 1 minute. Before your feral form ends, you can expend another use of this feature to extend its duration by 1 minute (no action required).

You can use this feature a number of times equal to half your Ranger level (rounded up), and you regain all expended uses when you finish a long rest.

Prowler’s Stealth. You have advantage on Dexterity (Stealth) checks to hide in natural environments, and can hide even when only lightly obscured by the shadows of trees, foliage, morning mist, or similar natural phenomena. In addition, any hit you score against a creature that is suprised is a critical hit.

Charger’s Aggression. Once on on your turn when you make a weapon attack, you can move up to 10 feet closer to your target through any movement means available to you before making the attack. This movement is in addition to your normal movement speeds, but can't be used if your speed is reduced to 0.

Survivor’s Durability. While you are not wearing any armor, your Armor Class equals 11 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, when you are hit by an attack, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for that attack.

Extra Attack

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

Natural Predator

At 7th level your wild nature deepens, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Senses. You gain Tremorsense out to 30 feet.

Charger’s Bloodlust. You gain a bonus equal to half your Wisdom modifier (minimum of 1) to attack rolls made against your all your favored enemies and against any creature without all its hit points.

Survivor’s Endurance. You gain a number of temporary hit points equal to your Constitution modifier at the end of each of your turns.

Feral Mobility

At 11th level, you choose a feral mobility adaptation from the list below.

Prowler’s Path. You have a swimming speed of 30 feet and a burrowing speed of 15 feet. You can hold your breath for a number of minutes equal to your Constitution score. When you swim, burrow, or walk across loose earth, you can make the space you pass through difficult terrain until the end of your next turn as you disturb the water or ground.

Charger’s Wings. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Once per round, if you fly at least 30 feet straight toward a creature, and if your next melee weapon attack against it hits, the attack deals an extra 1d6 damage to the target.

Survivor’s Thorns. You have a climbing speed equal to your walking speed. Any creature that strikes you in melee or begins their turn grappling you or grappled by you takes piercing damage equal to your Constitution modifier.

Apex Predator

At 15th level your wild nature peaks, and you gain one of the following features of your choice. At your option, you also gain minor physical attributes that are reminiscent of your wild nature.

Prowler’s Escape. You can use the Disengage action as a bonus action on your turn. Additionally, you have advantage on ability checks and saving throws made to escape a grapple or to end any effect that applies the restrained condition on you.

Charger’s Takedown. Once per round, if you move at least 20 feet in a straight line towards a creature, and if your next melee weapon attack against it hits, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Survivor’s Resilience. You gain advantage on all Strength, Constitution, and Dexterity saving throws against spells and other magical effects.

Feral Weapon

Also at 15th level, you choose a feral weapon adaptation from the list below.

Your feral weapon is a natural weapon appropriate to your choice which you can use to make unarmed strikes. When making unarmed strikes with this natural weapon, you can use Dexterity instead of Strength for the attack and damage rolls, you can roll 2d4 in place of the normal damage, they deal the damage type noted in the feature, and they count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Prowler’s Venom. This natural weapon deals piercing damage. If you hit a creature with this weapon, it must pass a Constitution save against your spell save DC or be poisoned and take 2d4 poison damage at the start of each of its turns for 1 minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Charger’s Savagery. This natural weapon deals slashing damage. If you hit a creature with this weapon, it and any creatures of your choice that can see you or the target within 10 feet of you must make a Wisdom saving throw against your spell save DC or be frightened by you until the end of its next turn. Creatures besides the target you hit have advantage on this save.

Survivor’s Embrace. This natural weapon deals bludgeoning damage. If you hit a creature with this weapon, the target is grappled with an escape DC equal to your spell save DC. Until this grapple ends, the target is restrained, you can attack that creature with this natural weapon as a bonus action, and you can’t use this natural weapon on another target.

Rogue: Roguish Archetypes

Essence Thief

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

Essence Theft

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

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

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

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

Essence Devour

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

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

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

Improved Devour

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

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

Thief of Faces

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

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

Essence Assassin

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

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

Inflator

This subclass uses the Simple Inflation rules. Inflation DC Whenever you make use of one of your inflation abilities against an enemy they must beat out your inflation DC (8 + your proficiency bonus + your Intelligence modifier).

Minor inflation

When you pick this archetype at level 3, you begin to learn how to utilize both liquids and gases to inflate yourself and your enemy. As an action, choose either yourself or a creature within 30 feet and apply one of the following effects, depending on whether you target yourself or another creature and whether you use a gas or a liquid to inflate them. If you inflate yourself, the effect ends if your concentration ends (as if you were concentrating on a spell) or if you deflate yourself as a bonus action. If you inflate another creature, you can’t do so again until you finish a short or long rest. In any case, until the effect ends, the target inflates with a number of pounds of the chosen medium equal to 4d4 times 10. For each size a creature is below Medium, halve this number, and for each creature it is above Medium, multiply this number by 8.

Gas.

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

enemy. The target makes a Constitution save against your inflation DC and on failure floats upward at a speed of 15 feet per round at the beginning of its turn. If they do not have a fly speed, they cannot descend, but can move by pushing or pulling on a fixed object or surface within reach, which allows it to move as if it were climbing. The target may repeat the saving throw at the end of each of its turns, deflating and proceeding to fall when it succeeds.

Liquid

Self. You gain resistance to nonmagical bludgeoning damage.

Enemy. The target must make a Dexterity saving throw against your Inflation DC or have their movement speed halved and Dexterity saves be made with disadvantage. The target may repeat the saving throw at the end of each of its turns, deflating when it succeeds.

Tactical Deflation

At level 9, you have learned to harness your powers of inflation in reverse and use your own deflation process to your advantage.

Gas

Burst. The force of your deflation forces creatures within 5 feet of you to succeed against a Strength saving throw against your inflation DC or be knocked prone and deafened.

Liquid

Jet The force of your deflation propels you with surprising speed, allowing you to fly up to 20 feet without provoking opportunity attacks

Major Inflation

Starting at level 13, your mastery of your inflationary skills has improved allowing you to harness more potent versions of your various inflations. Alongside their original benefits, whenever you use one of your inflation powers you also gain the following abilities

Gas

self. you can give yourself advantage on Dexterity(Stealth) checks by filling yourself with just enough air to dampen the sound of your movement.

enemy. You can control the buoyancy of a creature you have inflated with gas, allowing you to change the target’s altitude by up to 20 feet in either direction on your turn.

Liquid

self. In response to being struck by a Melee attack, you can use your reaction to cause the attack to bounce back after dealing damage, causing the attacker to make a Dexterity Saving Throw against your Inflation DC or take half of the damage of their own attack.

enemy. A creature you have inflated with liquid is restrained, and when it is hit by an attack or forced to move by an effect besides this one it must make a Dexterity saving throw against your Inflation DC or be rolled and forced to move 10 feet away from the attacker or in the direction of the forced movement.

Master Inflator

Starting at 17th level, you can inflate an additional creature before needing to finish a short or long rest, and when you roll initiative and have no more uses of your inflation against your enemies, you regain one use of it.

Shadowblade

Bonus Proficiencies

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

When you have Proficiency (or Expertise) in the Constitution (Eating) skill, you may use your Cunning Action to drink a potion or eat a piece of food.

Folded Blades

At 3rd level you can compress and fold your flesh, disguising your weight from inspection and creating spaces to hide small weapons and items about your person. Over the course of a short or long rest, you may reduce your apparent weight to any weight that is not below your base weight, and within one Bulk threshold of your actual weight. During this process, you may hide a number of weapons with the Light property equal to your Constitution modifier (minimum 1) about your person. You may also hide a number of items about your person equal to your Constitution modifier (minimum 1), provided each weighs no more than 2 pounds. You may retrieve these weapons and items on your turn as if drawing them from a sheath, even if you would normally be prevented from doing so.

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

If you die or are knocked unconscious your actual weight is revealed, and any weapons and items hidden on your person from this feature are dropped on the ground within 5 feet of your current position. If you would occupy more space than normal as a result of your weight, any creatures in spaces now occupied by you are displaced to the nearest available space of their choosing.

Blade Burst

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

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

Unfolding Blast

At 9th level, you can expel all your folded blades in a burst of blubber and steel. As an action select a number of creatures you can see within 20 feet, up to the number of weapons hidden on your person from your Folded Blades feature. Each target must make a Dexterity saving throw against your Blade Burst save DC. On a failure the target takes piercing damage equal to 1d4 + your Sneak attack damage, or half as much on a successful save. Any blades in excess of your targets are expelled with no effect.

After taking this action, your actual weight is revealed, and any items hidden on your person from your Folded Blades feature are dropped on the ground within 5 feet of your current position. If you would occupy more space than normal as a result of your weight, any creatures in spaces now occupied by you are displaced to the nearest available space of their choosing.

Combined Barrage

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

You can now use an action to disguise your weight with your Folded Blades feature, and may store and use Darts with your Blade Burst. You can also use your Cunning Action to store up to two weapons or items on your person per turn, as part of your Folded Blades feature.

Folded Mastery

At 17th level you have mastered the ability to compress and fold your flesh. You can now reduce your weight to any weight that is not below your Base weight, and within two Bulk Thresholds of your actual weight.

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

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

Sorcerer: Sorcerous Origins

Adiposean

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

Fattening Flux

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

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

Solid Body

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

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

Arcane Replenishment

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

Adipose Metamagics

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

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

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

Lipomantic Wellspring

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

Friendly Fattening

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

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

Fey-Heart Feeder

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

Capricious Casting

At 1st level, the following spells are added to the Sorcerer spell list for you.

Spell Level Spell
1st Resize
2nd Narce's Fatness Arrow
3rd Overabundance
4th Create Fattening Food and Drink
5th Blueberrify

Trickster's Stealth

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

When you reach 3rd level in this class, you learn invisibility, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can cast it as a bonus action.

Virulent Voracity

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

The spell ends for an affected creature if it takes any damage. If someone else uses an action to attempt to shake the creature to its senses, the creature can repeat the saving throw with advantage. Anyone who damages the creature or tries to shake it to its senses must pass a Charisma save or be charmed by you in this way for 1 minute. A remove curse spell ends the effect early.

Fey Resistance

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

Form of the Feeder Fey

Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to adopt the form of a fey wellspring of excess. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

While in this form, you gain the following benefits:

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

Also starting at 18th level, you can use an action to touch a creature and weaken their will. If the creature fails a Charisma saving throw against your spellcasting DC, it must eat any food offered to it. For 1 minute, any spell attacks that cause the target to eat food (such as the feed spell) automatically hit the target, and the target automatically fails any saving throws on similar spells (such as the overabundance spell). While under the effects of this magic, the target's stomach capacity is effectively infinite, they cannot take damage from overeating, and they are charmed as if by your Virulent Voracity feature.

Voidborn

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

Bottomless Void

Starting at 1st level, your deep connection to the outer rifts threatens to devour you from within, which renders your appetite nigh inexhaustible. At the end of each long rest, make a Constitution save with disadvantage against your spellcasting DC. On a failure, you lose a number of pounds of fat equal to two times your sorcerer level.

In addition, immediately before you would have to roll to Overstuff yourself, you instead instantaneously digest all food in your stomach, gaining 1d4 pounds of fat for each pound of food digested in this way. Food digested in this way does not count toward diet points at your next long rest. This occurs automatically a number of times equal to your sorcerer level. You regain all expended uses of this feature when you complete a long rest.

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

Devour Missile

Starting at 6th level, you gain the ability to swallow spells and projectiles launched at you. When you are targeted by a ranged spell attack or a ranged weapon attack, you can use your reaction to spend 1 sorcery point if it is a ranged weapon attack or 1 point per spell level and consume the effect of the attack, nullifying it for you.

Redirect Missile

At 14th level, when a creature within 15 feet of you would be the target of a ranged spell attack or ranged weapon attack, you may use your reaction to spend 3 sorcery points to become the target of the attack, even if you would normally be outside the attack’s range. If it is a spell that has multiple targets, you replace only the one target. You may use the Devour Missile class feature with the same reaction.

All-Consuming

Beginning at 18th level, the bottomless void within can devour any matter that passes your lips. As an action, you can expose the void within, drawing any objects and creatures in a 15 foot cone in front of you into the void to be consumed. Any creatures and objects up to Large size or smaller that are fully, or partially within the cone are affected. Nonmagical objects are consumed immediately. Magical objects or creatures must make a Constitution saving throw. On a failure, the target takes 1d4 points of Force damage for each of your levels in Sorcerer, or half as much damage on a success. Objects destroyed or creatures reduced to 0 hit points by this damage are consumed. Anything consumed by this ability is both stretched and compressed, grown and shrunk rapidly by the force of the void, and ends up becoming 10d10 pounds of normal food in the sorcerer's stomach. Once you use this feature, you must complete a long rest or spend 13 sorcery points as a bonus action before you can do so again.

Warlock: Otherworldly Patrons, Pact Boons, and Eldritch Invocations

Spirit of Indulgence

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

Expanded Spell List

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

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

Hunger Sense

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

Charmed Offering

Starting at 6th level, you can conjure a piece of enchanted food or drink. Food enchanted this way disappears within 24 hours of creating it. You may also enchant a piece of food you have conjured magically, such as through the feed spell. A creature that eats a piece of food enchanted in this way must make a Charisma saving throw with Disadvantage or be charmed by you for 24 hours. This charm ends if you or your companions do anything harmful to it. Once you have used this ability, you cannot do so again until you finish a long rest.

Mutual satisfaction

Starting at 10th level, your Patron allows you to share in the positive effects of your ministrations on others. Whenever you cast a spell that only targets a creature charmed by your Charmed Offering or feed them a consumable magic item, you can choose to also be affected by that spell or item. You can also make any spell you cast that targets only you also target a creature charmed by your Charmed Offering.

Additionally, a target charmed by your Charmed Offering now, in addition to being charmed, regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the charm.

Hungering Presence

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

The Great Hungerer

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

Expanded Spell list

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

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

Tireless Hunger

At 1st level, your patron has infected you with its ravenous appetite and granted you the means to feed it. Your maw becomes a natural weapon, which you can use to make unarmed strikes, and you can use Charisma instead of Strength for the attacks and damage rolls of unarmed strikes made with this weapon. You roll 1d6 piercing damage when you hit with it, instead of the bludgeoning damage normal for an unarmed strike.

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

Eldritch Vitality

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

Ravenous Strikes

Beginning at 6th level, when you gain temporary hit points at the end of your turn from the Eldritch Vitality feature, the number of temporary hit points you gain is equal to your full Charisma modifier, or you can instead gain temporary hit points equal to half the total damage you have dealt with your unarmed strikes over the course of your turn.

Eternal Hunger

Starting at 10th level, you add your Charisma modifier to your stomach capacity and stuffing rolls.

Additionally, you emanate an aura of hunger in a 10-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature takes necrotic damage equal to your Charisma modifier. When you damage an enemy with this feature and you are not full (including the result of an Eating check), your stomach fills with pounds of Fatty food equal to half the damage done to that creature.

The Shape of Hunger

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

  • Your size increases by one category, doubling in all dimensions and multiplying your weight by eight. If there isn’t enough room to double your size, you attain the maximum possible size in the space available.
  • You have advantage on Strength checks and Strength saving throws.
  • Your unarmed strikes deal an additional 1d4 damage.
  • The range of your Eternal Hunger becomes 30 feet, and the amount of food you gain from it is equal to the full damage it deals.
  • Immediately after you hit an enemy in range of your Eternal Hunger with an unarmed strike, you can use your reaction to instantly digest all of the food in your stomach. You regain Hit Points equal to the number of pounds of food digested. You also gain two pounds of fat or muscle for each pound of food digested this way. Food digested in this way does not give you diet points.

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

Pact of the Flesh

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

When you take this gift at 3rd level, you are infused with the otherworldly weapons and durability of your patron.

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

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

Pact of the Flesh and the Hexblade Patron

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

Eldritch Invocations

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

Fattening Blast

Prerequisite: eldritch blast cantrip

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

Twin Blades of the Pactbearer

Prerequisite: 12th level, Pact of the Blade feature

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

Unnatural Physique

Prerequisite: 12th level

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

The Warrior's Touch

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

Whenever you reduce a creature to 0 hit points with your pact boon feature, you may immediately use your bonus action to regain hit points equal to your Charisma modifier (minimum 1). If you do so, you gain a number of pounds of fat or muscle (your choice) equal to twice the health regained this way.

Swift Summoning

Prerequisite: Pact of the Blade feature

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

Malleable Form

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

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

Gift of Wings

Prerequisite: 15th level, Pact of the Flesh feature

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

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

Hardened Flesh

Prerequisite: 15th level, Pact of the Flesh feature

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

Flurry of Claws

Prerequisite: 5th level, Pact of the Flesh feature

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

Aspect of Terror

Prerequisite: 10th level, Pact of the Flesh feature

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

Eldritch Conviction

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

Malleable Measure

Prerequisite: 5th level

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

The Hand that Feeds

Prerequisite: 9th level, Pact of the Flesh

Another creature of your choice that can touch you can use its action to feed you a piece of food. It gains a bonus of +1 to its AC, and the AC bonus that you receive from your pact boon increases to +2. You must both be willing. These benefits last for 1 hour. After you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Reach

Prerequisite: Pact of the Flesh feature

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

Gluttony’s Reward

Prerequisite: Pact of the Flesh feature, 7th level

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

• While you have food in your stomach, your hit point maximum and current hit points increase by 5 and your unarmed strikes have a bonus of +1 to their attack and damage rolls. You lose these bonuses if your stomach is empty.

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

Wizard: Arcane Traditions

Lipomancy

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

Lipomancy Transfer

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

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

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

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

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

Siphoning touch

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

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

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

Fat Spells

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

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

Fat Mastery

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

Class Spell Lists

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Spell Descriptions

Optional Rule: Goodberry Gorging

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

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

Flabshock

Evocation Cantrip


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

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

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

Sex Appeal

Enchantment Cantrip


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

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

Trim

Transmutation cantrip


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

One creature you can see within range must succeed on a Constitution saving throw. On a failure, it takes 1d8 slashing damage and loses an equal number of pounds of fat.

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

Word of Famine

Evocation cantrip

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

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

Word of Feasting

Conjuration Cantrip


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

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

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

Burn Fat

1st-level Transmutation


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

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

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

Chaotic Corpulence

1st Level Evocation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Each creature within 15 feet of you that doesn’t have total cover from you must make a Constitution saving throw. 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.

Exercisism (Ritual)

1st level transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a burnt candlewick)
  • Duration: Instantaneous

A willing creature you touch burns 1 diet point and loses 1 hit point.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of diet points burnt and hit points lost increases by 1 for each slot level above 1st.

Find Food and Drink

1st Level Divination


  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an empty plate, bowl, or cup)
  • Duration: Concentration, up to 1 hour.

The smell of food registers strongly on your senses. For the duration of the spell, you can find the shortest path to the nearest piece of food or drink and you have advantage on Survival checks to forage.

Fattening Jest

1st-level Enchantment


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

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

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

Feed

1st-level conjuration


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

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

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

Hearty Tonic

1st level conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (alchemist’s supplies)
  • Duration: 1 hour

You create a hearty tonic in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker gains 2d4 + 2 temporary hit points and gains double the amount of temporary hit points in fat.

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

Heavy Smite

1st level Evocation


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

You channel your weight into a single crushing blow. The next time you hit a target during the spell’s duration, you strike with devastating force, dealing an additional 1d8 Force damage. Additionally, the target must make a Constitution saving throw. On a failed save, until the end of the target's next turn, attacks against the target are made with advantage and it automatically fails all Strength and Dexterity saving throws.

Modify Metabolism

1st level Transmutation


  • Classes: Bard, Wizard, Warlock, Sorcerer, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: 24 hours

With a touch, you alter a creature’s metabolism, either increasing or decreasing the amount of calories they burn over the day. An unwilling creature must succeed on a Constitution saving throw or be affected. For an affected creature, at the end of their next long rest when calculating the number of diet points burned by exercise, the number is affected in one of the following ways of your choice:

Increase: Double them for the target.

Decrease: Halve them for the target.

Resize

1st-level transmutation (ritual)


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

With a series of eldritch measurements, you change the dimensions of 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 the creature becomes Restrained. If they succeed, they take half as much damage and rip through the outfit, damaging it but avoiding the restained effect. This damage is only cosmetic, and does not impede the use of armor. 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 retain its original size.

At Higher Levels. When you cast this spell using a spell slot of higher level than 1st, you can affect more kinds of materials. With a 2nd level spell slot, you may target leather armor in addition to clothes. With a 3rd level spell slot, the spell can affect armor made from mundane metals. With a 4th level spell slot, the spell works on adamintine, mithril and other mystical materials, though it thins or thickens the material rather than conjuring more of it. With a 5th level spell slot, it can affect magical clothing and armor.

Syrup Trap

1st level conjuration


  • Classes: Druid
  • Casting Time: 1 action
  • Range: Touch
  • 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 grease 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 pound of fatty food. After consuming a number of pounds of fatty food equal to your spellcasting ability modifier, it is no longer grappled.

Tango’s Tincture

1st level evocation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of peppermint)
  • Duration: 1 minute

You feed a creature a magical restorative leaf, and the target gains 1 diet point. For the duration of the spell, the target regains a number of hit points equal to your spellcasting ability modifier + the target’s Constitution 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. The spell ends early if the target falls to 0 hit points.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the healing increases by 2 hit points for each level above 1st.

Asset Barrier

2nd-level Transmutation


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

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

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

Dietary Curse

2nd level enchantment


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

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

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

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

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

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

Emburden

2nd level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

At your command, the gravity for a specific creature intensifies. You force a creature that you can see within range to make a Strength saving throw. On a failure, until the spell ends, the creature makes all Dexterity checks and Dexterity saving throws with disadvantage, its movement speed is halved, and its bulk limit 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 (Ritual)

2nd level transmutation


  • Classes: Bard, Cleric, Wizard
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You touch a pair of willing creatures within range who must be within 10 feet of you throughout the casting. One target loses up to 2d100 pounds of weight, and the lost weight is transferred to the other target, causing it to gain an equal amount of weight as was lost.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of weight transferred increases by 1d00 for each slot level above 2nd.

Graceful Girth

2nd level transmutation


  • Classes: Bard, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of oil)
  • Duration: 8 hours

You touch a creature. The creature can use it’s Dexterity score in place of its Strength score for determining its Bulk limit until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Immobilize Person

2nd-level Transmutation


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

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

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

Narce's Fatness Arrow

2nd level evocation


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

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

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

Narce's Sympathy Gain

2nd level enchantment


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

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

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

Siphoning Smite

2nd level transmutation


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

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 2d4 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt. The target loses a number of pounds of mass equal to the amount of damage you healed, and you gain an equal amount of fat or muscle (your choice). At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. The target loses a number of pounds of mass equal to the amount of damage you healed, and you gain an equal amount of fat or muscle (your choice). On a successful save, the spells ends. At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d4 for each slot level above 2nd.

Stretch Stomach

2nd Level Transmutation


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

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

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

Weighing Ward

2nd-level abjuration


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

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

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

Abyssal Stomach

3rd level Transmutation


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

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

Aura of Lightness

3rd level transmutation


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

Uplifting energy radiates from you in 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) can’t become burdened, impeded, or immobilized by their own bulk and has advantage on Dexterity saving throws and Acrobatics checks.

Bloat

3rd level transmutation


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

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

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

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

Drain

3rd level transmutation


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

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

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

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

Expanding Edict

3rd level enchantment


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

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it gains a number of pounds of fat equal to half its bulk limit each time it acts in a manner directly counter to your instructions, but no more than once each day. Weight gained in this way is lost when the creature finishes a long rest. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the duration is 30 days. When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Fat Feedback

3rd level abjuration


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

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

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

Healing Salve

3rd level evocation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an herbalism kit)
  • Duration: 1 minute

You touch a creature and apply a magic healing ointment. For the duration of the spell, the target regains a number of hit points equal to 3d4 + your spellcasting ability modifier at the end of each of its turns and gains a number of pounds of fat equal to half the number of hit points it regained. If the target loses any hit points, the spell ends.

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

Heavy Transport (Ritual)

3rd level transmutation


  • Classes: Bard, Cleric, Sorcerer, Wizard
  • 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 3rd level or higher, the transport’s walking speed increases by 10 feet and its travel speed increases by 1 mile for each level above 2nd.

Hypnotic Hunger

3rd-level Enchantment


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

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

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

Overabundance

3rd level enchantment


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

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

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

Redirect Repast

3rd level conjuration


  • Classes: Bard, Cleric, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a creature within range. An unwilling creature can make a Constitution save, and if it succeeds, it isn’t affected. An unwilling creature can repeat the save at the end of each of its turns, ending the spell on a success. For the duration of the spell, all food you swallow is instantly transported to the stomach of the target creature. Alternatively, when you cast this spell, you can choose for the spell to work in reverse, transporting food eaten by the target creature to your stomach instead. The spell ends early if you cast this spell again.

At Higher Levels: When you cast this spell using a spell slot of 4th level, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th level, the duration is 24 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 week. When you cast this spell using a spell slot of 8th level, the duration is 1 month. When you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Stretch/Compress

3rd level transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a few chips of lead)
  • Duration: Concentration, up to 1 minute

You cause a humanoid you can see within range to grow larger or smaller for the duration. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. Everything a target is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. This transformation may cause the target's burdened or emaciated state to change. Stretch: The target's height and base weight double, though its current weight stays the same. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Compress: The target's height and base weight are halved, though its current weight stays the same. This reduction decreases its size by one category—from Medium to Small, for example.

Alluring Feast

4th level enchantment


  • Classes: Bard, Cleric, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (non-slimming food worth at least 1 GP, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You create a feast in an unoccupied space within range. The feast occupies a 5 foot cube and consists of a number of pounds of fatty food equal to your spellcasting ability modifier. Any creature that can see or smell the feast that moves or ends its turn within 10 feet of it for the first time in a round must succeed on a Wisdom saving throw or be charmed by you. A creature which eats the food made by this spell automatically fails this save, and creatures with no food in its stomach has disadvantage on the save. The feast produces a number of pounds of fatty food equal to your spellcasting ability modifier per creature charmed by you in this way at the start of each of your turns. While charmed in this way, a creature must spend its movement, action, and bonus action to move towards the feast and eat the food provided by it. The creature doesn't move into obviously dangerous ground. A creature charmed by the Feast can repeat the saving throw against its effects on the end of each of its turns, but suffers disadvantage on these saves until they are full, including the result of an overstuffing check. On a success, it is no longer charmed by you and cannot be charmed in this way until after its stomach next becomes empty.

Create Fattening Food and Drink

4th-level Conjuration


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

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

Embulking Smite

4th level evocation


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

The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 4d6 force damage to the target, and the target must make a Constitution saving throw. On a failure, the target gains enough weight to push it past its immobility threshold and an additional 1d100 pounds until the end of its next turn. A creature without bulk limits instead gains 100d100 pounds until the end of its next turn.

Fatball

4th-level Evocation


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

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

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

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

Nature’s Bounty

4th level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S, M (a sappy plant stem)
  • Duration: Concentration, up to 1 minute

Writhing, sappy vines fill a 20-foot square on the ground that you can see within range. For the duration, these vines turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or be forced to consume a number of pounds of fatty food equal to their stomach capacity (including the result of an Eating check) plus 2d6 and be restrained by the vines until the spell ends. A creature that starts its turn in the area and is already restrained by the vines is forced to consume an additional 2d6 pounds of fatty food. A creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Sexual Hypnotism

4th-level Enchantment


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

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

Softskin

4th-level abjuration


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

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

Amazonian Figure

5th-level Transmutation


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

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

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

Blueberrify

5th-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 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 bludgeoning damage, and the spell ends. On a failed save, the target takes 4d8 bludgeoning damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 bludgeoning damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, the target inflates with a number of pounds of blueberry juice equal to the damage dealt, and the target must make another Constitution saving throw. After failing three Constitution saving throws against this spell, including the initial save, the target inflates with enough juice to push the target to immobility and occupies the space of a creature one size larger than normal, though the target can be rolled easily. The inflation ends after 1 hour.

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

Fat Surge

5th-level Transmutation


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

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

Fist of the Feeding Star

5th level conjuration


  • Classes: Bard, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A piece of food or drink)
  • Duration: Instantaneous

You flourish the food used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 bludgeoning damage and is forced to consume an equal number of pounds of fatty food. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Immobilize Monster

5th-level Transmutation


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

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

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

Portly Portent

5th level divination


  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (candle wax)
  • Duration: 1 hour

You foresee a future where you narrowly dodge a number of hazards or perils, but are much heavier. For the duration of the spell, you cannot be surprised and have advantage on all saving throws, and when you trigger a trap or are targeted by an attack that your allies are not aware of, you have enough time to shout out one word to warn them. Each time you roll a saving throw or recieve one of its other benefits while this spell is in effect, you gain 2d20 pounds.

Rampant Vitality

5th level transmutation


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

This risky spell channels an overload of life energy through your body. Your health and physical prowess are greatly augmented, but the excess power raging through your body is absorbed, manifesting on your frame as fat. For the duration of this spell, your Strength and Constitution scores are each increased by 4, and you gain 20 pounds of fat at the end of each of your turns.

When this spell ends, you suffer a further backlash as the accumulated life energy coalesces all at once, causing you to put on a surge of weight. For each round the spell lasted, you gain 1d100 pounds of fat.

Slavering Beast

5th level enchantment


  • Classes: Druid, Ranger, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (alchemist’s supplies)
  • Duration: Concentration, up to 1 minute

You force one creature you can see to make an Intelligence saving throw. A willing creature can fail the save automatically. If it fails, the target’s maw becomes a natural weapon which deals 1d12 piercing damage on a hit. The natural weapon is magic and has a +2 bonus to attack and damage rolls made with it. For the duration of the spell, the target regards all creatures it can see as enemies, allies included. Each time the target takes damage, it can repeat the save, ending the effect on a success. At the beginning of each of its turns, the target must use its movement to move toward the nearest creature by the shortest path possible and use its action to bite it if it is within reach. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Collapse

6th level evocation


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

A creature you choose within range must make a Constitution saving throw. On a success, the target takes 6d6 force damage. On a failure, the target takes 12d6 force damage, or twice as much damage if the target is immobilized by its bulk, and its weight is reduced to its base weight, ending any spell that caused it to gain weight (such as Immobilize Monster).

Fatnap

6th level enchantment


  • Classes: Bard, Cleric, Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a downy feather)
  • Duration: 1 hour

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.

Investiture of Fat

6th level transmutation


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

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

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

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

Narce's Hypnotic Trance

6th-level Enchantment


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

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

Amplify Gravity

7th level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a lodestone and iron filings)
  • Duration: Concentration, up to 1 minute

This spell amplifies gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures have their bulk limits quartered, any objects have their weights quadrupled, and any ground in the area counts as difficult terrain. Creatures in the area suffer disadvantage on Dexterity checks and Dexterity saving throws. A flying creature that isn’t on the ground at the end of each of its turns must succeed on a Strength saving throw or fall. Creatures in this area take twice as much damage from falling.

Raze Restraint

7th level enchantment


  • Classes: Bard, Cleric, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snapped chain link)
  • Duration: Concentration, up to 1 minute

Up to 10 creatures you can see within range must make an Intelligence saving throw. On a success, a creature takes 3d10 psychic damage and the spell ends. On a failure, a creature takes 6d10 psychic damage, gains a number of pounds of fat equal to the damage it took, and for the duration of the spell, attacks that cause the target to eat food (such as the feed spell) are made with advantage, and the target makes saving throws on similar spells (such as the Overabundance spell) with disadvantage.

Adipose Armor

8th Level Abjuration


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

Your fat surges and billows to deflect and absorb damage. For the duration of the spell, you have resistance against bludgeoning, piercing, and slashing damage, as well as against one of acid, cold, fire, lightning, poison, or thunder damage (your choice), and whenever you take damage of one of the types this spell grants you resistance to, you gain a number of pounds of fat equal to the damage you took.

Cornucopia

8th Level Transmutation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a food vessel worth at least 100 GP, which is consumed)
  • Duration: 24 hours

You transform a food vessel into a cornucopia which never stays empty for long. For the duration of the spell, the cornucopia fills up with fatty food whenever a creature holding it speaks the name of the food it desires as a bonus action. The cornucopia can hold 1 pound of any liquid or solid food, cleaning itself between uses, and it cannot spill; a creature must use its action to take and consume food from the cornucopia. Food generated by the cornucopia preserves for a number of days equal to your spellcasting modifier, and drink lasts twice as long before becoming stagnant. A creature gains 1d6 pounds of fat and heals as many hit points after eating 1 pound of food from the cornucopia. Casting this spell on the same vessel every day for a year makes the transformation permanent.

Summon Fatcubus

8th Level Conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from a pig killed within the last 24 hours)
  • Duration: Concentration, up to 1 hour

You profess insatiable hunger, summoning a fatcubus. The fatcubus appears in an unoccupied space you can see within range, and the fatcubus disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the fatcubus, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the fatcubus’ turns, it makes a Charisma saving throw. The fatcubus has disadvantage on this saving throw if you say its true name. On a failed save, the fatcubus continues to obey you. On a successful save, your control of the fatcubus ends for the rest of the duration. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled fatcubus doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fatcubus can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

Dessert Storm

9th Level Conjuration


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A sugary maelstrom forms in a cylinder with a radius of 360 feet and up to 5,000 feet tall, centered on a point you can see, and the area becomes lightly obscured for the duration of the spell. Howling winds kick up biting grains of sugar. Each creature in the area of the maelstrom when it appears must make a Dexterity saving throw. On a failed save, a creature takes 2d4 piercing damage, is force-fed a number of pounds of fatty food equal to the damage taken, and is blinded until the end of their next turn. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2. A wave of magic causes food in the area to multiply. Uncovered food is carried into the storm as it grows, while food in containers expand to fill their vessels to the brim. Creatures with food in their stomachs feel the effects of this as well, and are effectively forcefed enough food to make their stomachs full, if they were not already, including the result of an Eating check.

Round 3. A crackle of greased lightning kicks up through the maelstrom. Six creatures of your choice within the maelstrom’s area are struck by bolts of lightning. A given creature can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one, and gains a number of pounds of fat equal to the damage taken.

Round 4. Coagulated sweets fly dangerously through the whirlwind. Each creature in the maelstrom’s takes 2d4 bludgeoning damage and is forcefed a number of pounds of food equal to the damage taken.

Round 5-10. Hot chocolate rain spirals on heavy winds from the center of the of the malestrom. The maelstrom’s area becomes difficult terrain and is heavily obscured. Each creature there takes 1d4 fire damage and is forcefed a number of pounds of fatty food equal to the damage taken. The searing chocolate and buffeting wind counts as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Knights of the Round

9th Level Conjuration


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a figurine of a knight worth 100 gp)
  • Duration: Instantaneous

You call upon legendary knights of bounty. You choose up to 13 points that you can see within range. At each point a summoned knight appears and feeds all creatures it can reach an overwhelming amount of food. Each creature in a 20' radius centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature is stuffed with 20d8 lbs of fatty food on a failed save, or half as much damage on a successful one. A creature in the area of more than one summoned knight is affected only once.

Sculpt Flesh

9th-level Transmutation


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

Feats

This section contains listings of new Feats

Glutton

Mastering gustatory excess, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Eating skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • you can eat one piece of food or drink one drink or potion without spending an action or bonus action. You may only use this ability once per turn.

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.
  • Your product is Average quality, and burns 1 diet point, per pint, to produce. If you are below your races base weight, your product is Slimming quality, and burns half a diet point per pint to produce (rounded up at the end of the day). If you are above three times your races base weight, your product is Fatty quality, and burns 2 diet points per pint to produce.
  • 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. Any diet points you burn through production are subject to modifiers from your size and spells like Modify Metabolism.

Growth Spurt

A growth spurt has caused you to be large for your race, standing head and shoulders over your fellows. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your size increases by one step (Small to Medium, Medium to Large, etc), to a maximum of Large.

In addition your character gains the following limitations:

  • Large creatures have disadvantage on attack rolls with light weapons. A light weapon’s size makes it too small for a Large creature to use effectively.
  • You require four times the daily amount of food as a normal member of your race.
  • Your base height increases by ½ your race’s base height
  • Your base weight is double that of an average member of your race.

Shrunken Advantage

Exposure to magic has caused you to become small for your race, standing head and shoulders under your fellows. If you have a racial trait that makes you count one size smaller for determining your carrying capacity, it is disabled. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your size decreases by one step (Medium to Small, Large to Medium, etc), to a minimum of small. You gain all of the traits appropriate to your new size.
  • Once per long rest you can take the Dodge action as a reaction when you are attacked.

In addition your character gains the following limitations:

  • You require half the daily amount of food as a normal member of your race.
  • Your base height decreases by ½ your race’s base height.
  • If your race's original size is Large, your base weight is a quarter of your races base weight. Otherwise your base weight is half your race's base weight.

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.

Character Backgrounds

Recovering Immobile

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

Skill Proficiencies: Eating, Insight

Tool Proficiencies: Cook's Utensils

Languages: One of your choice

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

Immobilizing Event

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

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

Feature: Glutton's Awareness

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

Suggested Characteristics

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

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

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

Magic Items

This section contains listings of new Magical Items.

Battle Burrito

Food, rare

For the next minute, you gain the following bonuses:

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

Brutal Bun

Food, uncommon

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

Cleansing Creampuff

Food, uncommon

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

Clothes of Holding

Wondrous item, rare

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

Everlasting Trail Ration

Wondrous item, common

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

Feasting Table

Wondrous Item, Very Rare

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

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

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

Fleet Flan

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

Girdle of Slimming

Wondrous Item, (Uncommon, rare, very rare)

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

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

Girdle of Fattening

Cursed Wondrous Item, rare

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

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

Goodberry Pie

Food, common

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

Mystic Meringue

Food, rare

For the next minute, gain the following bonuses:

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

Porcine Periapt

Wondrous Item, uncommon

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

Restorative Ointment

Wondrous Item, Rare

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

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

Slimming Celery

Food, Common

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

Swift Souffle

Food, uncommon

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

Symbol of Gluttonous Faith

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

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

Tough Tart

Food, uncommon

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

Swollen Sweetroll

Cursed Food, very rare

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

Feasting Food

Cursed Food, uncommon

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

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

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

Monsters and NPCs

This section contains listings of new basic monster stat blocks.


Brownie

Tiny fae, chaotic neutral


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

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

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

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

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

Actions

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

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

Brownie

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

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

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


Cake Golem

large construct, unaligned


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

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

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

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

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

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

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

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

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

Actions

Multiattack. The golem makes two slam attacks.

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

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



Fatcubus

Medium fiend (shapechanger), neutral evil


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

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

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

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

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

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

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

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

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

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

Actions

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

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

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

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

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

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

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

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

Fatcubus

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

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

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

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

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

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

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



Fatling

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


  • Armor Class 16 (scale mail)
  • Hit Points 96(13d8 + 45)
  • Speed 30ft., fly 60ft.
  • Bulk limit N/A, Avg. Weight 600 lbs.

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

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

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

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

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

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

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

Actions

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

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

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

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

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

Fatling

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

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

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



Feeder

Large monstrosity, neutral evil


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

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

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

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

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

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

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

Actions

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

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

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

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



Feeder Fairy

Tiny fey, chaotic neutral


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

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

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

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

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

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

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

Actions

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

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

Feeder Fairy

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

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

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



Food Elemental

Large elemental, neutral


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

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

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

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

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

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

Actions

Multiattack. The elemental makes two slam attacks

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

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

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



Sweet Pudding

Large Ooze, unaligned


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

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

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

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

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

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

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

Actions

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

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

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


Knight of the Steel Harvest

Medium humanoid (any race), any alignment


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

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

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

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

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

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

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

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

Actions

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

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


Lipomancer

Medium humanoid (any race), any alignment


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

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

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

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

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

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

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

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

4th level (3 slots): Fatball, Softskin

5th level (1 slot): Fat Surge

Actions

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

Content Errata

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

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

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

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

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

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

  • Large is the maximum size a player character can attain, even if excessive weight may make them take up the space of a creature larger than that. Spells and abilities that would increase a player character to a size larger than Large do not increase their size category, but still apply all other effects (Obviously exceptions to the rule as per GM approval.)

Art Credit:

  • Bar Break by 0pik-0ort

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

  • Yang Xiao WIDE by Kappass

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

  • Kazrha Commissioned by Nexis89 from Debu-Rabu

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

  • Akame Ga Fill by Metalforever

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

  • Rose Fartflation by Thela Hun Ginjeet

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

  • She's Weighing Down the party by Metalforever

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

  • Enchanted Expando-Panties by SpiralingStaircase

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

  • Enchanted Expando-Bra by SpiralingStaircase

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

  • Check Yo Elf Before you Wreck Yo Elf by Pewbutt

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

  • Extracurricular Feasting by Satsurou

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

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

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

  • Sylvanas part 2 by Aka-FA

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

  • Sylvanas part 6 by Aka-FA

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

  • Inflatrix Inflated by 0pik-0ort

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

  • Priestess Of The Feast by AlternativeMethods

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

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

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

  • Doctor Whoa by Muscle-Fan-Comics

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

  • Quimera by Chisco (non-fetish artist)

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

  • Sumo Sveta by Trinity-Fate

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

  • Thicc Morrigan by PrinceCoffeeCakes

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

  • Aliens and Donuts by Splashcore

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

  • BBW Succubus by GIRICHOKO

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

  • Naava by RounderSofter

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

  • Gigantic Hyper Muscle Wolf by Valor Wolfie

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

  • Raven by Bamboo-Ale

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

  • RWBY Ruby Hyper Weight Gain by ShubiJubi

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

  • Plus Size Harley by Latitude-Lines

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

  • Tina Armstrong: HEAVYWEIGHT by Saxxon

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

  • 'Shhhhh' by Mangrowing

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

  • Fat Redheads by Better-with-Salt

https://www.deviantart.com/better-with-salt/art/Fat-Redheads-746218202

  • Commission - Dame Layard by MorningPanda

https://www.deviantart.com/morningpanda/art/Commission-Dame-Layard-410973617

  • Xenopears: Dominia by the-murdellicious

https://www.deviantart.com/the-murdellicious/art/Xenopears-Dominia-747467960

  • Zelda: Breadth of the Hips by the-murdellicious

https://www.deviantart.com/the-murdellicious/art/Zelda-Breadth-of-the-Hips-747468109

  • Bulky Skink by Thorvrog

https://www.deviantart.com/thorvrog/art/Bulky-Skink-636889578

  • Gwynevere, Princess of Sunlight by aka-fa

https://www.deviantart.com/aka-fa/art/Gwynevere-Princess-of-Sunlight-743488102

  • Monster Gains by Ray-Norr

https://www.deviantart.com/ray-norr/art/Monster-Gains-735817884

 

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