ExpanD&D: The Apocrypha of Letidýra

by storymaker

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Apocrypha of Letidýra

Foreword

None of the art in this book is of my creation. This document is a passion project of mine, and any art provided is just meant to liven up otherwise dull text in the document. If any artist has any issue with my using any of their art in these books, simply reach out to me to let me know, and I will be happy to remove or replace any art as desired.

PART I

The Nature of Sloth

New Optional System: Fat Corruption

A variant of the corruption rules posted by Matthew Mercer on DM'sguild made for ExpanD&D

Corrupting force of Gluttony

Some places house corrupting evil artifacts or curses that corrupt the people who stray too near for too long. Sometimes those magics have a more gluttonous bent, twisting and infecting those within their reach into creatures of raw, unsustained fat and gluttony. Like more traditional means of corruption, this horrid magic sets in with sleep, when the mind is most vulnerable. The rules in this document govern the nature of these places, and allows wicked DMs to enforce these changes onto their players.

Corrupting Mechanics

If a character completes a long rest near a source of strong, gluttonous energies or corrupting magic, they must roll a Wisdom saving throw. The DC of the saving throw is outlined later in the document, and is dependent on the character's current Corruption level and proximity to the source of evil. On a failure, the character suffers 1 point of Corruption.

When a new tier of corruption is achieved (None to Mild, Mild to Moderate, Moderate to Severe), roll a d8 on the Corruption Effects Table below to determine the effect of that character's corruption. Corruption effects are cumulative with previous effects as higher tiers are achieved. Effects fade when enough corruption points have been cured to lower the character's tier of corruption (Severe to Moderate, Moderate to Mild, Mild to None). If a character reaches 12 or more Corruption points, the DM decides whether or not the character becomes a mindless pig, or goes insane and becomes an NPC under their control. A character with 12 or more corruption points cannot be restored to player control until they are brought below 12 corruption points.

Corruption can be cured naturally by resting away from any source of corruption, at a rate of 1 point per week of rest. Otherwise, a Lesser Restoration spell can cure 1 corruption point, and a Greater Restoration spell can cure 1d4 corruption points.

Situational trauma can lead the DM to tailor Corruption Effects to characters temporarily. Really twisted DMs can even customize particularly terrible creatures to afflict characters with Corruption Points with certain attacks, magical items that corrupt the user, or tomes that corrupt the reader when read. (Most of this passage taken -almost- verbatim with small edits from the Corruption document by Matthew Mercer)

Corruption Save DC Table
Distance No Corruption (0 points) Mild Corruption (1-2 Points) Moderate Corruption (3-8 Points) Severe Corruption (9-11 Points) Mindless/Insane (12+ Points)
5 miles 10 12 14 18 --
1 mile 12 14 18 22 --
500 feet 14 18 22 25 --
Corruption Effects table
d8 Mild Corruption Moderate Corruption Severe Corruption
1 Hallucinations Muscle Dystrophy Warped Frame
2 Hoarder Moral Decay Feeder
3 Compulsive Hunger Distraction Paranoid
4 Gas Lazy Extreme Bloat
5 Trusting Fatty Limbs Mark of Fattening
6 Gluttonous Stomach Possession Broken Will
7 Slovenly Appearance Chronic Fatigue Endless Hunger
8 Mild Growth Moderate Growth Severe Growth

Corruption Effects

Many of the following corruption effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and Roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their corruption should a moment arise where they may have an opportunity to incorporate it.

Broken Will. Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks and Wisdom saving throws.

Chronic Fatigue. Your body has difficulty with continuous physical activity. If you do not take a short or long rest immediately after a combat or physical challenge that lasted more than 1 minute, you suffer 1 point of exhaustion.

Compulsive. You begin to exhibit a mild, compulsive ritual of the DM's choice. This can manifest as organizing meals on your plate a certain way, or needing to categorize rations by food type, for example. You take 1.5 times as long to complete a short rest.

Endless Hunger. Your stomach is an endless void that always needs to be filled. Your fullness capacity is doubled, but you must make a Wisdom saving throw (DC 20) each time you see food or devour it immediately, even if it would damage you by putting you over your stuffing limit.

Extreme Bloat. Your body is overflowing with uncontrollable gasses. You permanently have the Bloated condition.

Fatty Limbs. Fat accumulates in just the wrong way on your joints and and limbs. You have disadvantage on Dexterity ability checks.

Feeder. You suffer irresistible urges to feed those who stop eating. If any creature you can see ceases eating food before all of it is gone (friend or foe), you must immediately attempt to make them eat more, if possible.

Gas. You develop uncontrollable gas, belches or flatulence creeping up every now and then. You have disadvantage on Dexterity (Stealth) checks.

Gluttonous. You become immediately compliant at the sight of food. Anyone using food as leverage when making a Charisma ability check against you gains advantage on the roll.

Hallucinations. Visions of food and smells of feasts occasionally tug at your perceptions. You have disadvantage on Wisdom (Perception) checks.

Hoarder. You are compelled to collect any and all food you can find. Any edible food must be gathered and carried, if able, until at carrying capacity

Hunger Distraction. Your mind has grown scattered and easily clouded by thoughts of food. You have disadvantage on Intelligence ability checks unless your stomach is full.

Lazy. You become lethargic and less quickly responsive. You have disadvantage on initiative rolls.

Mark of Fattening. A fattening curse on your soul absorbs divine energies. Any hit points you would regain via spells are halved, and the healing that is reduced in this way is instead added to your weight as fat.

Mild Growth. Your body is slowly gaining weight of its own accord. At the end of each long rest, you gain 1d10 lbs. of fat.

Moderate Growth. Your body is gaining weight of its own accord at a moderate pace. At the end of each long rest, you gain 2d10 lbs. of fat.

Moral Decay. Your disposition towards the world around you has shifted towards that darkness that twists within you. Your alignment shifts once either laterally or towards evil. Good can shift to Neutral. Neutral can shift to Evil. Lawful can shift to Chaotic. Chaotic can shift to Lawful. This shift is the DM's choice, and should be relayed to the player in secret.

Muscle Dystrophy. Your muscles feel weak and less able to carry your weight. You have disadvantage on Strength ability checks.

Paranoid. You no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as a "friendly" creature to you, in regards to abilities or spells. The only creature your beneficial spells and abilities can target is yourself.

Severe Growth. Your body is rapidly putting on weight of its own accord. At the end of each long rest, you gain 3d10 lbs. of fat.

Slovenly appearance. Your appearance is slobby and unkempt, and you hardly notice to correct it. You have disadvantage on Charisma (Persuasion) checks.

Stomach Possession Your stomach is host to a corruptive spirit, demanding you stuff yourself or pay its price. Any hit points regained through spending Hit Dice are halved unless you have food in your stomach beyond your normal stomach capacity.

Trusting. You become too eager to accept others at face value. You have disadvantage on Wisdom (Insight) checks.

Warped Frame. Your body has twisted to become fat-centric at the cost of your flexibility. You have disadvantage on Dexterity ability checks and Dexterity saving throws.

Stages of Corruption

Aside from the extra effects of each of the stages, there are some general changes that all of those affected by the fattening Corruption feel. Below are some general guidelines for how corruption affects most people.

Mild Corruption

Characters with mild corruption become less distasteful of fat and gluttony, feeling like being overweight isn't so bad. Eating whatever you like, whenever you like, never having to starve yourself, never worrying about your figure. These concepts start to become more appealing than they did before, and a character who already felt this way becomes even more confident in these views. The things that they might have worried about before; cleanliness, manners, concern for their physical state, start to become less important to them.

Moderate Corruption

Fat is attractive. Fat is sexy. Characters with Moderate Corruption aren't just okay with being overweight, they actively enjoy it. Being stuffed to the brim with food is satisfying, and watching themselves grow heavier and heavier is an almost sexually fulfilling experience. Their expressions of gas and their slovenly manners become something they take pride in rather than simply caring less about, and they start to feel the urge to spread corruption to others.

Severe Corruption

Must feed. Must grow. Must be fatter. Characters with Severe Corruption become almost single-minded in their drive to grow ever larger. Other objectives start to become less important as their goals to be as big and as full and fat as possible become their driving motivation. They have become irrevocable slobs at this point, their gas and slovenly lack of manners and concern for their appearance becomes even more severe, and even after recovering from corruption, there may be lasting ramifications. They actively want to spread this corruption at this point and seek out others to bring into the fold.

Mindless/Insane

Nothing drives these individuals but raw need to eat and grow. Mindless pigs that exist only eat, grow, and express their gas, or insane narcissists who care only about making themselves more beautiful, slovelny, and fat. There is nothing left in the hearts of these people but gluttony and slobdom.

PART II

Slobby Adventurers

New Races

Included in this section are new races and subraces for use with the contents of this book. To make easier use with the Ancestry & Culture ruleset, each new racial feature provided by these races will be marked with whether it would be Ancestral or Cultural when used to create a character of mixed heritage, with (A) for ancestral and (C) for cultural. Ability score increases are always cultural, and so will not be marked.

New Shifter Subrace - Swampdweller

Swampdweller shifters are reclusive and mysterious, emitting an odorous stench that mysteriously smells appealing to those they wish it to, and completely disgusting to those they wish to repel. Their typical habitat grants them a hardy constitution, and they possess a natural charm that lulls people into underestimating their slovenly exterior.

Ability Score Increase

Your Constitution score increases by 2, and your Charisma score increases by 1

Natural Glutton (C)

You have proficiency in the Eating skill

Shifting Feature (A)

While you are shifted, you emit a constant cloud of gases that bolster allies and repulse enemies. You and any allies within 5 feet of you have advantage on Constitution checks, and any enemies within 5 feet have disadvantage on Constitution checks.

New Race - Þyr

Þyrs (commonly transliterated as Thyrs), are a tragic entry in the long history of abuse and transformation at the hands of outside forces that the Orcish race has known over the eons. An offshoot race born as a result of generations of orcish populations being affected heavily by powerful corruptive forces, a Þyr embodies and exaggerates a number of the traits that the more restrained races claim make Orcs distasteful; porcine in appearance, naturally flatulent, gluttonous, and typically driven more by instinct than reason. But even this divergent branch of the Orcish heritage maintains a proud inner strength, ferocious drive and enduring will to live.

Born of Corruption

Þyrs first spring into existence on any plane when generations of Orcs live under the shadow of a powerful corruptive force, as multiple cycles of beings born to those progressively more mired in the transformative powers of such energies exaggerate old traits and create new ones, permanently giving rise to a new race. Even centuries of generational cycles away from the source that initially transformed the species does not seem to revert the Þyr population back into more typical Orcs. Ironically, being naturally born of heavily corrupted environments means that Þyrs have an innate resistance to further corruption, even after generations of the new race have lived free of such places.

Headstrong, not mindless

The exaggerated nature of Þyrs often makes them seem wild, reckless, perhaps even heedless of danger. Exaggerated personalities are as common to a Þyr as exaggerated features, and often this makes them seem larger than life. Ultimately, however, Þyrs are as varied as any other sentient race, and their personalities run the same gamut as any orc's, simply with a higher prevalence for the boisterous and energetic.

Þyr Names

Þyrric names are often very similar if not identical to Orcish names, though the increased appetite, gluttony, and slobbishness native to their culture have had an impact on the common taken names and epithets Þyrs tend to earn from their community.

Any Orc and Half-Orc names are appropriate for the typical Þyr names, with the following additions made to the sample Epithets.

Þyr Epithets: Rum Guzzler, The Gassy, The Bottomless, Iron Gut, Fat Ass, Speed Eater, Bone Chewer, Death Fart, The Bloated

Þyr Traits

There are a number of racial traits common to Þyrs.

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

Age. Þyrs mature at the same rate as Orcs, but the magic affecting their bodies actually makes them live slightly longer, with most having a maximum lifespan around a century.

Alignment. The corrupting influence Þyrs are born from tends to lead to lowered inhibitions, causing most of them to lean towards chaos and impulsiveness, though some rebound hard from those natural inclinations and assume a life of rigid organization.

Size. Þyr are about the same size as Orcs, though they tend to be heavierset. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Aggressive Eater.(C) You can add your Strength modifier in addition to your Constitution modifier for Eating checks and to determine Stomach Capacity.

Corruption Resistant.(A) You have advantage on all saving throws made to resist gaining points of Corruption.

Keen Scent.(A) You have Advantage on Wisdom (Perception) checks that rely on smell.

Powerful Gases.(C) Þyrs naturally have strong buildups of gas, and the natural magic in their bodies lets them augment this. You know the Noxious Burst cantrip. When you reach 5th level, you can cast the Noxious Wave spell once with this feature. You regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. At the end of your turn in any stressful situation, such as combat, if your stomach is stuffed with pounds of food equal to twice its base capacity you must make a DC 13 Constitution save or automatically cast Noxious Wave if your use of this ability is available. If it is not, then if you fail the saving throw you instead cast Noxious Burst.

Wild Gluttons.(C) You have proficiency in the Eating skill, as well as one skill of your choice chosen from among Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages. You can speak, read, and write Common and Orcish.

Determining Height and Weight

Use the below table to determine a character of this race's base weight for bulk calculations, and also to randomly determine their starting height and weight if desired.

Race Base Height Height Modifier Base Weight Weight Modifier
Þyr 5'4" +2d10 175 lb. x (2d12) lb.

New Fatty Abilities

Listed below are additional options for the Racial Variant Traits - Fatty Abilities as listed in the ED&D core book, for more of the official DnD races.

Goblin - Ravenous Eaters (Cultural)

The amount of food you can eat in a single Eating action is doubled.

Goliath - Stone Stomach (Ancestral)

You have resistance to damage caused by overeating.

Hobgoblin - Competetive Eating (Cultural)

Whenever you roll to stuff yourself, the amount you increase your stomach capacity by increases by 1 pound for each ally you can see wtithin 30 feet (to a maximum of +5).

Shifter - Bestial Capacity (Ancestral)

While shifted, your base stomach capacity is increased by an amount equal to your character level.

Tabaxi - Lazy Glutton (Cultural)

If you do not move on your turn, your can use your bonus action to instantly digest a number of pounds of food in your stomach up to your Proficiency bonus, adding them to your Diet points for the day and releasing a burst of gas that imposes disadvantage on attack rolls made by enemies within 5 feet of you until the start of your next turn. You can do this a number of times equal to your Constitution modifier, regaining expended uses at the end of a long rest.

Yuan-Ti Pureblood - Voracious Predator (Ancestral)

As an Action, you can force a character with less hit points than your Character Level + your Constitution modifier to make a Strength Saving throw (DC 8 + your Proficiency bonus + your Constitution modifier). On a failure, you 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 short or long rest.

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

New Class: The Dark Knight

T ell me true, young warriors, what do you know of the legendary dark knights? Little? Then allow me to enlighten you. The dark knights are a rare and reclusive order of spellswords. Their practice of the arcane coupled with their martial prowess would make them terrifying on their own. But what truly makes the Dark Knight a fearsome foe is their influence. With their secret knowledge they bend their foes to their knees, crippling them with powerful magic that twists their will and corrupts their mind and body. When you face down a Dark Knight, it is not their physical or magical assault you should fear, but the worming their way into your mind and spirit. - An elder warns of the power of the Dark Knights.

The Hidden Order

The Dark Knights are a reclusive order who combine arcane practice with martial prowess, but most chillingly of all, excell at the manipulation and corruption of their enemies, excelling at the use of Lipomancy in particular to bend and break their foes. They have existed for ages, honing their craft in secred covens and training grounds, only making themselves known when the time has come to strike out for some hidden objective. Though perhaps once they moved as one, the numerous orders of Dark Knights have fractured over the ages, and now each group trains and teaches their new spellswords according to their own tenets and traditions. Individual Dark Knights not actively serving the goals of their order often travel as adventurers or act as powerful martial lords, using their talent for magical influence and martial zeal to make their way in the world. The fractious nature of such hidden orders often means that rogue elements will split off to seek their own goals, though the existence and true strength of the dark knights remains by and large occult knowledge, something only the well researched or well connected might be aware of, a credit to the value the orders still place on keeping their ways hidden to this day.

Dark Is Not Evil

Though many would lump such mysterious and intimidating practioners of arcane arts among the profaned and the malicious, the truth is that the orders of the Dark Knights are as varied as any organization. Their powers are strange, their methods mysterious, and their art violent, but their goals may be as benevolent or malevolent as any other. Their powers of manipulative magic and aggressive martial zeal make them intimidating in any situation, but heroism among the knights is as common as villainy.

Creating a Dark Knight

When creating a dark knight, consider how they joined one of the hidden orders. The secret societies that train these spellswords may be difficult to find, and many who seek them out never find them, or meet terrible ends along the path. It is a truly grueling ordeal to seek out and be trained by these mysterious knights.

Is your character someone who was born into an order, raised from birth to be one of these knights, or did they somehow find an order and seek training? Did they stumble upon a knight in action and in exchange for a vow of secrecy, were taught the ways of the orders? Or did they perhaps delve a little too deeply into esoterica that they shouldn't have, and were approached by an order with an ultimatum: join, or die?

Quick build

You can make a Dark Knight quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by either Strength or Constitution. Then, choose the Hermit background.

The Dark Knight
Level Proficiency Bonus Occult Points Features 1st 2nd 3rd 4th 5th Occult Powers Known
1st +2 - Mystic Warrior, Interrogation
2nd +2 2 Occultism, Fighting Style, Spellcasting 2 2
3rd +2 3 Esoterica 3 2
4th +2 4 Ability Score Improvement 3 3
5th +3 5 Extra Attack 4 2 3
6th +3 6 Mystic Warrior Improvement 4 2 3
7th +3 7 Esoterica Feature 4 3 4
8th +3 8 Ability Score Improvement 4 3 4
9th +4 9 4 3 2 4
10th +4 10 Occult Transposition 4 3 2 5
11th +4 11 Esoterica Feature 4 3 3 5
12th +4 12 Ability Score Improvement 4 3 3 5
13th +5 13 4 3 3 1 6
14th +5 14 Mystic Warmaster 4 3 3 1 6
15th +5 15 Esoterica Feature 4 3 3 2 6
16th +5 16 Ability Score Improvement 4 3 3 2 7
17th +6 17 4 3 3 3 1 7
18th +6 18 Esoterica Feature 4 3 3 3 1 7
19th +6 19 Ability Score Improvement 4 3 3 3 2 8
20th +6 20 Occult Mastery 4 3 3 3 2 8

Class Features

As a Dark Knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dark knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dark knight level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Athletics, Eating, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor, (b) scale mail, or (c) chain mail
  • (a) a martial weapon or (b) a shield
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a scholar's pack
  • a martial weapon and an arcane focus

Mystic Warrior

The Dark Knight combines arcane technique and martial prowess, and as such forms a unique magical bond with its equipment. Over the course of a long rest, you can form a mystic bond with one suit of armor, one shield, and up to two weapons of your choice. You may only have one suit of armor, one shield, and up to two weapons bonded with you at any time. While bonded with you, your equipment gains the following traits.

  • A shield bonded with you also functions as an arcane focus.
  • A suit of armor bonded with you constantly resizes and flows to suit your form and motion, preventing it from being destroyed by your size or weight, and removes any disadvantage the armor provides on Dexterity(Stealth) checks.
  • A weapon bonded with you is considered magical for the purposes of overcoming damage resistance and immunity.

Interrogation

Also at 1st level, you can use your magic to worm the truth out of a target, piercing lies and peering through their secrets to find what you seek. As a bonus action, you can designate a target within line of sight for Interrogation. For the next minute, this magic grants you advantage on Insight checks against the target, and you know whenever they utter a statement that contains a lie, though you do not know what the lie was, or how many there were in the statement. Additionally, the target cannot benefit from concealment and their location is revealed to you so long as they are within 60 feet of you. Attacks you make that deal damage against a target under your Interrogation deal an additional amount of psychic damage equal to your Intelligence modifier. You may only have one target under Interrogation at a time. A creature whose thoughts are shielded from magical detection is immune to this ability.

You may use this ability a number of times equal to your Intelligence modifier, regaining expended uses at the end of a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Slob

Whenever you take are hit with a melee attack, you can use your reaction to make a gaseous release, forcing the attacker to make a Constitution Saving Throw (DC 8 + your Proficiency Bonus + Your Constitution or Strength modifier) or be poisoned until the end of your next turn.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have learned to cast spells as a Wizard does from your studies. See the player's handbook for the general rules of spellcasting and the Spells listing for the dark knight spell list.

Spellbook

At 2nd level, you have put together a spellbook containing four 1st-level dark knight spells of your choice. Your spellbook is the repository of the dark knight spells you know, and generally functions in all the same fashions as a Wizard's spellbook.

Preparing and Casting Spells

The Dark Knight table shows how many spell slots you have to cast your dark knight spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of dark knight spells that are available for you to cast. To do so, choose a number of dark knight spells from your spellbook equal to your Intelligence modifier + half your dark knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level dark knight, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bane, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your dark knight spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dark knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a dark knight spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your dark knight spells.

Learning Spells of 1st Level and Higher

Each time you gain a dark knight level, you can add one dark knight spell of your choice to your spellbook for free. This spell must be of a level for which you have spell slots, as shown on the Dark Knight table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar for the Wizard class in the Player's Handbook).

Occultism

Starting at 2nd level, you have a pool of Occult magical energy that can be shaped into unique magical effects different from traditional spellcasting.

Occult Points

You have 2 occult points, and you gain more as you reach higher levels, as shown in the Occult Points column of the Dark Knight table. You can never have more occult points than shown on the table for your level. You regain all spent occult points when you finish a long rest. You can expend these points to use your Mystic Barrier feature as well as to use most of the Occult Powers you will learn as you gain levels in this class.

Mystic Barrier

You can expend any number of occult points as an Action to gain temporary hit points equal to your Intelligence modifier + 1d6 for each occult point spent.

Occult Powers

You learn 2 Occult powers of your choice from the Occult Powers list later in this class description. As you gain levels in this class, you gain additional Occult powers at certain levels as shown in the Occult Powers Known column of the Dark Knight table.

Additionally, when you gain a level in this class, you can choose one of the occult powers you know and replace it with another power that you could learn at that level.

If an Occult Power has prerequisites, you must meet them to learn it. You can learn the power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Some powers have Esoterica prerequisites, in which case you must have chosen the appropriate esoterica at level 3 in order to learn that power, along with meeting any other prerequisites.

Esoterica

When you reach 3rd level, you begin to delve deeper into more specialized knowledge and practices of your order. You may choose one of the Esotericas detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Mystic Warrior Improvement

At 6th level, your Mystic Warrior feature improves, providing the following benefits to your bonded equipment:

  • You can use your reaction while carrying a shield bonded with you to make a shove attempt against a creature that misses you with an attack roll. If you succeed, they are pushed back an additional 10 feet and take an amount of Thunder damage equal to your Intelligence modifier, fattening for twice the damage dealt.
  • Armor bonded to you provides damage resistance to one damage type of your choice, from among acid, cold, fire, lightning, radiant, or necrotic damage. You can change the damage resistance provided at the end of each of your long rests.
  • Melee Weapons bonded to you gain the Reach property, or if they already have it, their reach extends by 5 ft.
  • Ranged weapons bonded to you have their short and long ranges doubled.

Occult Transposition

At 10th level, you can use your movement speed to teleport rather than walking. Whenever you would move, you can choose to teleport to a location you can see at a cost of twice the normal movement speed. This teleportation does not provoke attacks of opportunity and ignores difficult terrain, and also ignores any penalties imposed on your movement speed, meaning you can always teleport at least half of your base movement speed on your turn. When you teleport this way any objects or equipment on your person are carried with you, including any objects that might be reducing your movement speed such as bindings or manacles.

Mystic Warmaster

At 14th level, the bond with your equipment provided by your Mystic Warrior feature improves even further. Your bonded equipment gains the following benefits:

  • You can summon any number of pieces of your bonded equipment to your person as a bonus action, causing them to appear equipped on you so long as they are still on the same plane of existence as you.
  • While wearing your bonded armor, you can walk across liquid surfaces and surfaces too thin to bear your weight, such as a suspended ribbon, as if they were perfectly solid
  • You can plant your bonded shield as an action, causing it to generate an invisible wall of force one foot thick and up to teen feet tall and ten feet wide. This wall provides total cover to anything standing behind it, and persists until you fall unconscious, die, or pick the shield up with a bonus action on your turn.
  • Whenever you are struck with a melee attack, you can use your reaction to attempt to parry the blow with one of your bonded weapons that you are wielding. Make an attack roll with your bonded weapon. If the attack roll is higher than the attack that would hit you, the attack misses instead, and both you and your attacker fatten for the attack roll you made.

Occult Mastery

At 20th level, you can take a minute to perform occult rituals and center yourself, allowing you to recover up to half of your maximum Occult points. When you use this feature, you cannot do so again until you finish a long rest.

Dark Knight Esotericas

Blighted

Those who undergo the study of the Blighted Esoterica seek to understand and control the powers that lie in toxicity, plague, and the corrupting epidemic of slovenly transformation.

Blighted Bond

Beginning when you take this Esoterica at 3rd level, you gain resistance to poison damage, and are no longer negatively affected by the Bloated condition, though you can still have the condition for effects that rely on that.

Additionally, while wearing your bound armor, when you take the attack action on your turn, you can replace one of your attacks with a burst of noxious gases that affects all other creatures of your choice within a 10-foot radius. Each affected creature must make a Constitution saving throw against your Spell Save DC or be Bloated until the end of their next turn and take poison damage equal to 2d6 plus your Intelligence modifier. On a successful save they take half as much damage and are not Bloated.

At 15th level the damage increases to 3d6 plus your Intelligence modifier.

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

While you have no uses available, you can spend 1 Occult Point to use this feature again.

Noxious Interrogation

At 7th level, your mystic interrogation techniques are enhanced by your knowledge of toxicity.

Whenever a creature under the effects of your Interrogation ability attempts to lie, they must make a Constitution saving throw against your spell save DC. If they succeed, they continue the lie as normal, but if they fail, they become Bloated for the next minute or until they reveal the truth they had just attempted to lie about.

Epidemiology

At 15th level, your knowledge of the virulence of plagues and diseases grants you mystic control over them, allowing you to spread or halt infections in your path.

You become immune to magical and nonmagical diseases, and your resistance to poison damage becomes immunity to poison damage and to the poisoned condition.

Additionally, as an Action, you can touch a creature who is poisoned, bloated, or afflicted with a disease, and choose to either Spread or Cure the affliction.

Spread. The target releases a gaseous burst that is magically directed at another target within 60 feet of them. The second target must make a Constitution saving throw against your spell save DC or also gain the same condition or disease the first target had. This lasts until the condition or disease is removed from the first target.

Cure. Any Bloated or Poisoned conditions affecting the target are removed, and the target is cured of any diseases.

You can use this feature a number of times up to your Intelligence modifier, regaining expended uses when you finish a long rest.

While you have no uses available, you can spend 1 Occult Point to use this feature again.

Plaguebringer

At 18th level, your mastery of noxious gases and diseases allows you to enhance the potency of such things simply by being in your presence.

You can choose to gain the Bloated condition at will on your turn without requiring an action, and can remove the Bloated condition granted by this ability the same way. While you have the Bloated condition from any source, your emit an aura of plagues that affects that affects a 30-foot radius around you.

Amy creatures suffering the effects of a disease in your aura also gain the Bloated condition, and any creature with the Bloated condition within your aura causes all creatures within 5 feet of them to be poisoned.

When you use your Blighted Bond ability, it affects all creatures of your choice within your aura, and any creatures in your aura already suffering the Bloated condition also emit a burst of noxious gases that deals 1d6 poison damage to themselves and any creaturs within 5 feet of them.

Deep

Those of the Deep Esoterica delve further into the reaches of the human mind than any others, prying secrets and creating subjects who heed their hypnotic words.

Hypnotic Trance

Beginning at 3rd level when you choose this esoterica, the magic of your Interrogation ability also renders your target susceptible to hypnotic suggestions.

As an action, you can issue a hypnotic command, limited to a sentence or two, and influence a creature within 30 feet who is under your Interrogation that can see and understand you to follow it. The suggestion must be worded in such a way as to make the command sound reasonable. Asking the creature to perform some act that is obviously harmful to itself immediately ends the effect. The target must make a Wisdom saving throw against your spell save DC. On a failure, they follow that command either until the task given is completed, or, for commands that do not involve a set duration, until you rescind the command or until they are no longer under your Interrogation.

You can also specify conditions that will trigger certain activities for the duration. For example, you might suggest that a victim stuffs themselves full at the first tavern they find. If the condition isn't met before the Inerrogation ends, the activity isn't performed.

You can use this feature a number of times equal to your Proficiency bonus, regaining expended uses at the end of a long rest.

When you have no uses left, you can expend 1 Occult Point to use this feature again.

Deep Trance

At 7th level, the power of your interrogation improves. The duration of your Interrogation ability increases to an hour. At 15th level this increases to a number of hours equal to your Intelligence modifier (minimum 2).

Additionally, if you have no more uses of your Interrogation ability remaining, you can expend 1 Occult Point to use it again.

Post-Hypnotic Suggestion

At 15th level, you can leave a lasting imprint on the minds of your victims. When you us your Hypnotic Trance ability, you can choose to treat the command as a Post-Hypnotic Suggestion. Doing so causes the target to make the Wisdom saving throw with advantage, but if they fail the saving throw, the suggestion lasts beyond the end of the Interrogation. It persists until the task is complete if it was a task with a set duration, or until lesser restoration or a similar spell is cast on them.

A creature can only have one Post-Hypnotic Suggestion from you active at a time, and if you attempt to give them another one, the first suggestion immediately ends.

Once a creature fails the saving throw against this ability, you cannot use it again until you finish a long rest.

Autohypnosis

At 18th level, you can use your mastery of hypnotic suggestion on yourself in order to counteract the mental effects of others. You can make Wisdom saving throws with your Wisdom or Intelligence modifier, whichever is higher, though you still don't add your proficiency bonus unless you are proficient in Wisdom saving throws. Whenever you fail a saving throw against an Enchantment spell or similar effect (similar effect determined at the DM's discretion), you can repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success, even if the spell would not normally allow you to do so.

Additionally, you can give yourself a number of Anti-hypnotic triggers up to your Intelligence modifier over the course of a long rest. For each of these triggers, determine a course of action to be undertaken should your mind be influenced by another power. Whenever you would start your turn while Charmed by another creature, you can choose to activate one of these triggers, taking the selected course of action for your turn instead of any other course that might be made under the influence of the charm. You may only use one of these triggers each turn, and when used, the trigger is expended and cannot be used again until your next long rest.

Vast

Those who study the Vast Esoterica seek total understanding of the limits of bulk and weight, to master every art and science around the field of lipomancy and its lesser-known crevasses and canyons of hidden knowledge.

Mind Over Body

Beginning when you take this Esoterica at 3rd level, you can add half of your Intelligence score to either your Strength or Dexterity scores when determining your Bulk, Flex, or Inflation limits, and when determining your jump distance, and your carrying capacity and the weight you can push, drag, or lift.

Additionally, you regain 1 expended occult point each time you roll a 20 on the d20 roll for an attack with your bonded weapon, or deal a killing blow with your bonded weapon to a creature of significant threat (DM’s discretion). When you do, you fatten for five times your Dark Knight level.

Lipomantic Barrier

Beginning at 7th level, any time a creature deals damage to you while you have Temporary Hit Points from your Mystic Barrier ability, they Fatten, Swell, Expand, Inflate, or Bloat (your choice) for twice the damage they dealt to you.

Additionally, while your Mystic Barrier is active, attacks that would make you eat food have disadvantage against you.

Occult Physiognomy

At 15th level, your occult practice has further improved your body to handle the excess of mass and size that following this path leads down. You gain the following benefits

  • You can add your Intelligence modifier (minimum 1) in addition to your Constitution modifier for Eating checks and to determine Stomach Capacity.
  • When you would gain or lose any amount of Fat, Muscle, or Inflation pressure, you can expend 1 occult point as a reaction to either halve or double the amount gained or lost (your choice).
  • You can Expend 3 occult points as a bonus action to ignore the effects of being over your Bulk, Flex, or Inflation limit for up to a number of minutes equal to your Intelligence modifier (mminimum 1).

Vast Mysticism

At 18th level, your mastery of the vast esoterica allows you to improve your mastery of spells in the schools of lipomancy and its descendants. Whenever you cast a spell that would add or remove fat, muscle, or inflation pressure from a target, you can increase the amount added or removed by an amount equal to your Dark Knight level.

Occult Powers

Carried Upon Our Shields

You can use your bonus action while carrying your bonded shield to place it in a space within 5 feet of you, causing it to hover off the ground and gain the properties of Tenser's Floating Disk, with the following modifications:

  • The area of the plane of force can expand up to 20 feet in diameter or shrink back down to 3 feet at will on your turn without expending an action
  • The plane of force can hold an amount of weight equal to 200 pounds per Dark Knight level you have.
  • Rather than being immobile while you are within 20 feet of it, you can control the disk's movement, allowing you to use it as transportation if you are not too heavy for it, though you can only move it up to 30 feet per round this way.

This lasts until you use another bonus action to cause the shield to return to its normal state.

Corrupt Thoughts

You can expend 1 Occult point whenever you strike a creature with a weapon bonded with you by your Mystic Warrior feature, forcing them to make a Wisdom Saving throw against your Spell Save DC. On a failure, they gain a point of corruption and are either Charmed or Frightened by you until the end of your next turn.

Eyes of the Occult

Whenever you look at a creature you become aware of its current weight, how much of it is fat and how much is muscle, as well as how inflated they are. If you take an Action to focus on a creature, you can learn if it has any Bulk, Flex, or Inflation limits, and if so, what those are.

Gaseous Transposition

Prerequisite: 10th level, Blighted Esoterica

When you use your Occult Transposition ability, the area you teleport from and the area you teleport to are filled with gaseous emissions, which renders the area within 5 feet of both locations heavily obscured to everyone but you until the end of your turn.

Lipomantic Blades

Whenever you hit a target with your Bonded Weapon, you can spend a number of Occult Points up to your proficiency bonus. For each Occult Point spent, roll one of the weapon's damage dice again and add the result to the total damage dealt. Both you and the target fatten for twice the total damage dealt.

Metabolic Invigoration

Prerequisite: Vast Esoterica

You can choose to ignore any effect that would force you to sleep, and you can choose to take a long rest without needing to sleep, only spending all 8 hours doing light activity, such as keeping watch and reading. Whenever you choose to do so, you lose 2d10 pounds of fat or muscle.

Mystic Lightning

Prerequisite: 5th level

You learn the Flabshock cantrip, and it is considered a Dark Knight spell for you. When you cast it, however, you can choose to split the spell among multiple targets within range, dividing the total number of damage dice the spell deals as you choose among each target. Make a separate attack roll for each target chosen.

Occult Spellbinding

Whenever you cast a spell that deals damage, you can expend 1 Occult Point to imbue the spell with lipomantic binding properties. You fatten for ten times the spell's level, and any target damaged by the spell fattens for the same amount.

Primordial Speech

Prerequisite: 15th level

You can cast the Tongues spell at will, without expending a spell slot.

Sense Corruption

You can expend 1 Occult point to augment your senses for 1 minute. For the duration, you can sense the direction and distance of any sources of corruption within 1 mile, and can sense the exact location of any creatures with corruption points within 60 feet. Creatures you can sense this way cannot benefit from being hidden from you or from being invisible for the duration.

Simultaneous Interrogation

Prerequisite: 15th level, Deep Esoterica

You can have up to two targets under the effects of your Interrogation ability at the same time.

Suppress Corruption

You can touch a creature as an Action and expend 1 occult point to temporarily allow the creature to ignore the effects of corruption on it. This lasts until it completes a long rest.

Wealth of Knowledge

Whenever you make an Intelligence ability check and would not add your proficiency bonus to it, you can expend 1 Occult point to add your proficiency bonus.

Armor Trap

As an Action while wearing your bonded armor, you can cause your armor to animate itself and attempt to constrict an enemy of your size or smaller within 20 feet. The target must make a Strength saving throw against your spell save DC. If they fail, your armor flies off of your body, causing you to lose the armor class it provides, and wraps around your target, knocking them prone, restraining them, and preventing them from performing verbal or somatic components of spells. They can use their Action on each of their turns to repeat the saving throw, breaking free of the armor on a success. This effect lasts until they break free, until you are no longer within 20 feet of the target, or until you recall your armor as a bonus action. In whichever case, the armor flies back to you and wraps itself around you, returning to its normal shape and granting you its armor class again.

Blood Hunter

Optional Class Features

You gain class features in the blood hunter class when you reach certain levels in it. This section offers additional features that you can gain as a blood hunter. Unlike the features in the core class, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

2nd-level fighter feature

When you choose a fighting style, the following styles are added to your list of options.

Slob

Whenever you take are hit with a melee attack, you can use your reaction to make a gaseous release, forcing the attacker to make a Constitution Saving Throw (DC 8 + your Proficiency Bonus + Your Constitution or Strength modifier) or be poisoned until the end of your next turn.

Additional Crimson Rites

1st-level blood hunter feature

When you choose a crimson rite, the following rites are added to your list of options.

Esoteric Rites

Rite of the Slob. Your rite damage is Poison. Whenever a creature takes damage from this rite, it unleashes a burst of noxious gases, dealing this rite's damage to each creature other than you within 5 feet of it.

New Blood Hunter Order: Order of the Subversive

Sometimes the easiest way to hunt a beast is to tempt it into complacency first, to lull it into a false sense of security, to make it underestimate you. When an enemy believes taht you are incapable of posing a threat and that you exist to serve them, thet is when you can strike most fatally. The order of the subversive makes this their modus operandi; to ingratiate themselves to their enemies or make them think that they are weak and slovenly, only to strike when the enemy least expects their retaliation. To augment this approach, they have learned some ancient arts from practitioners of corruptive magics, and can slowly twist their targets into the slovenly beings they think their hunters to be.

Gaseous Rite

At 3rd level when you join this order, you are able to internalize the power of your crimson rite into a defensive measure, allowing you release bursts of gas empowered by your hemocraft whenever you would be attacked. Whenever a creature hits you with an attack roll, you can use your reaction to roll your Hemocraft die, and reduce the damage you take from the attack by an amount equal to the result of the die roll + your Intelligence modifier. If the creature that hit you was within 5 feet of you, they also take the same amount in damage. This damage's type is one of the damage types of a Crimson Rite you know.

Practiced Deceiver

Also at 3rd level, you have learned an impressive amount of intellectual practice and working theory regarding how to manipulate others. You gain proficiency in one skill of your choice from among Deception, Intimidation, Performance, and Persuasion. For any of these skills that you are proficient in, even if that proficiency was not earned with this ability, you may make Ability checks with that Skill Proficiency using either your Intelligence or Charisma modifier, whichever is higher.

Feign Subservience

Beginning at 7th level, your mastery of subversion has rendered your mind proof against corruption. You gain immunity to the Charmed condition and advantage on saving throws made to resist gaining Corruption.

Additionally, you can feign being charmed to fool your enemies. Whenever an enemy attempts to charm you, they must make a Charisma saving throw against your Hemocraft DC. On a failure, your mystic abilities co-opt the effect, causing the enemy to believe that their charm succeeded against you, acting as if you were now a faithful ally of theirs. They consider you a friend until you take any action that would prove you are not under their control or until the duration of the charm that would have been placed on you would end. While under this effect, you gain any beneficial properties the charm would normally bestow upon you, such as the unlimited stomach capacity of someone under the effects of a Feeder Fairy's charm or the ability to communicate telepathically with a Succubus who would try to charm you.

Blood Curse of Lethargy

Beginning at 11th level, you gain the Blood Curse of Lethargy listed below for your Blood Maledict feature. This does not count against your number of Blood Curses Known.

Blood Curse of Lethargy

Prerequisite: 11th level, Order of the Subversive

As a bonus action, you force a creature within 30 feet of you that you can see to make a Charisma Saving throw. If the target is currently being affected by your Feign Subservience feature, they make the Saving throw with Disadvantage. On a failure, the target becomes indifferent about creatures of your choice that it is hostile toward until the end of your next turn. This indifference ends if the target is attacked or harmed by any of the creatures you chose. While under this effect, the creature is considered Bloated.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Charisma saving throw. On a success, this curse ends.

Brand of Deception

At 15th level, your Brand of Castigation muddles the mind of your target, making them more susceptible to subversion.

A creature affected by your Brand of Castigation has disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Masterful Subversion

At 18th level, your Talent for Subversion has reached its peak. Whenever you perform an action that would normally end the effects of your Feign Subservience ability, such as attacking the creature that has charmed you, instead of the ability ending, they instead make the Charisma Saving throw again, ending the effect on itself on a success. On a failure, their mind rationalizes whatever your action was in such a way as to keep believing you to be charmed by them.

Additionally, as an Action, you can attempt to convince an enemy that you have been charmed by them, even if they possess no such ability. They must make a Charisma Saving throw against your Hemocraft DC or fall under the affects of your Feign Subservience feature as if they had attempted to charm you. You can use this portion of this ability a number of times equal to your Intelligence modifier, regaining expended uses at the end of a long rest.

Cleric

Corruption Domain

To corrupt. To change something, in small, miniscule increments, into something almost unrecognizable as its original form. The act itself is neither evil nor good, merely a changing and a twisting from something's original purpose to a new one of the corruptor's design. Though many Clerics of the Corruption domain are evil, twisting others and turning them to their own dark designs, just as many simply revel in the act of change, in the freedom from what once was. The most common form of corruption is that made so well-known by the Cleric Queen Letidýra and her holy nation of Gallia. The corruption of the strong, the proud, the rebellious, into the fat, slovenly, and subservient. This form of corruption, which turns one's enemies into slobbish, eager gluttons and servants is now synonymous with the corruption domain and all it stands for.

Corruption Domain Spells
Cleric level Spells
1st Command, Gaseous Rupture
3rd Debase, Immobilize Person
5th Fat Feedback, Noxious Wave
7th Create Fattening Food and Drink, Noxious Warning
9th Dominate Person, Tantalizing Armoa

Corruptor's Gift

At 1st level, you and any creatures that spent their last long rest with you gain advantage on Saving Throws made to resist gaining points of Corruption. Additionally, you may add your Wisdom modifier to your Persuasion, Deception, and Intimidation checks, as well as Athletics checks made to force-feed creatures (this also increases how much food the creature can be fed with a single force-feed action).

Channel Divinity: Dominant Will

At 2nd level, you can use you channel divinity to bend another creature to your will.

As an action, you present your holy symbol and choose a creature within 30 feet that can see or hear you. If that creature's total Hit Dice are less than half your Cleric Level (rounded up), it is Charmed by you for the next hour, or until you lose your concentration (as if you were concentrating on a spell).

If not, it must make a Wisdom Saving Throw, becoming charmed for a number of hours equal to your Proficiency bonus on a failure. You can also choose to inflict the Bloated condition on the target for the duration of the charm when they fail their saving throw.

While charmed in this way, you can communicate telepathically with the target so long as they are on the same plane of existence as you. the target obeys any orders you give them that are not self-destructive to the best of their ability, acting on their own initiative in combat. They may repeat the saving throw (or in the case of those with less than half your hit dice, attempt the saving throw) if you or any of your allies directly deal damage to them, with the single exception of overeating damage dealt by food you force them to eat, though if this damage renders them unconscious, the charm ends.

Master and Servants

At 6th level, your magical prowess enhances those under your sway.

Any other creatures of your choice who are charmed by you, or who are under the effects of an enchantment spell cast by you, gain the following effects.

  • They may add half your Wisdom modifier (rounded down) to their Armor Class and Weapon Damage rolls.
  • Their stomach capacity is doubled, as are the effects of any checks made to Stuff themselves.
  • They gain resistance to damage from overeating.
  • You can cause the creature to become Ravenous by using a bonus action on your turn. This lasts until this feature's effects end or you use another bonus action to end the effect.
  • You can cause the creature to become Bloated by using a bonus action on your turn. This lasts until this feature's effects end or you use another bonus action to end the effect.

Potent Spellcasting

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

Submission Force

At 17th level, the power of your will has a potency that leaves a victim craving more. Whenever a creature fails a saving throw against an effect caused by you that would Charm them, or against an Enchantment spell you cast, they have disadvantage on further saving throws made against such effects originating from you. This feature lasts for a number of days equal to your Wisdom modifier (minimum 1).

Fighter

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

1st-level fighter feature

When you choose a fighting style, the following styles are added to your list of options.

Slob

Whenever you take are hit with a melee attack, you can use your reaction to make a gaseous release, forcing the attacker to make a Constitution Saving Throw (DC 8 + your Proficiency Bonus + Your Constitution or Strength modifier) or be poisoned until the end of your next turn.

Fleshbound

Way of the Tempter

This art is one of the secretive orders of the Fleshbound. It is said that those of the way of the Tempter were the ones who truly began the revolution that freed the Fleshbound from servitude. Taught by the more radical Lipomancers to undermine their more scrupulous rivals, the Tempters excel in drawing others into the slothful indolence that they exhude.

Tempter Ability DC

Several abilities in this archetype will require saving throws. These are made against your Tempter Save DC listed below.

Tempter Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Tempter Shape

Beginning when you join this tradition at 3rd level, you gain a new form to make use of with your Flesh Shaper ability:

Slobby. You gain resistance to Poison damage, and you can use your action to unleash a gaseous cloud that affects all creatures of your choice within 10 feet of you. Each affected creature must make a Constitution saving throw, taking poison damage equal to your Living Weapon die + your Constitution modifier and gaining the Bloated condition until the end of your next turn on a failure. Your Weight doubles for the duration.

Flux Burst

At 6th level, your Slobby Flesh Shape's ability is also affected by your Flux Strikes feature. The ability of Flux Strikes to forgo the damage of an attack to increase the effect of its weight modification affects every creature affected by your ability the same way, so if you choose to forgo the damage against one creature, you choose to do so against all of them currently being affected.

Additionally, if you choose to forgo the damage on your Slobby flesh shape's ability, affected creatures that fail the saving throw also gain the Ravenous condition until the start of your next turn.

Laze About

At 11th level, you can show your victims just how much better it is to surrender to indolence and sloth. As a bonus action, choose a number of creatures up to your Wisdom modifier (minimum 1) that are within 20 feet of you and currently suffering from the Bloated condition for any reason. Those creatures must make a Wisdom Saving throw. On a failure, as long as they have the Bloated Condition, they cannot take Reactions and their movement speed is reduced by an additional 5 feet, to a minimum of 5 feet per round. This lasts for up to an hour or until the Bloated condition is removed.

If any of those creatures were suffering the Bloated condition from the ability of your Slobby Flesh Shape, if they fail the saving throw the duration of their Bloated condition and the Ravenous condition, if they are also suffering from that from your ability, are increased by a number of rounds equal to your Wisdom modifier (minimum 1).

You may use this feature a number of times equal to your Wisdom modifier, regaining expended uses on a long rest.

Chain Reaction

At 14th level, each creature that fails the saving throw from your Slobby Flesh Shape's ability also releases a 10 foot radius cloud of their own, causing each creature within that cloud to suffer the same effect, including any other abilities that modify it. This effect repeats for each subsequent creature affected. A creature can only be affected by this ability once per round, and creatures caught in the area of multiple clouds only make one saving throw and can only take damage once.

Within Temptation

At 17th level, you gain the power to infect another with your gift. You can use your action to touch a willing or incapacitated Humanoid. That creature must make a Charisma Saving Throw. If they succeed, they cannot be affected by this feature again until you complete a Long rest. If they fail, that creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

The affected creature is transformed, permanently gaining the effects of your Slobby Flesh Shape and features that modify it so long as they remain charmed by this ability.

Sorcerer

Warlock

The Primal Urge

The Primal Urge is less like a traditional patron and more like a semi-divine aspect of the consciousness of all sentient creatures. In every creature that has established a civilization, there exists the desire to cast off that very same creation, to do away with nicety and restraint, to indulge in the basest desire and pay no heed to the concerns of what is proper and polite. Eat. Indulge. Express your indulgence. Consume all that you can and pay no heed to the mess. This is the Primal Urge. Warlocks who bargain with this patron are often people of little inhibition themselves, and with this strength at their fingertips feel little need to hold themselves back and raze similar restraints in others, indulging themselves into slovenly glory with the power of the sentient subconscious at their fingertips. Examples of Primal Urge patrons include spirits of Gluttony and Sloth, a character's own Subconscious made manifest, and powerful ancient Noxious Dragons.

Expanded Spell List

The Primal Urge 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.

Primal Urge Expanded Spells
Spell Level Spells
1st Command, Gaseous Smite
2nd Calm Emotions, Debase
3rd Bestow Curse, Redirect Repast
4th Create Fattening Food and Drink, Noxious Warning
5th Cloudkill, Tantalizing Aroma

Primal Release

When you take this patron at 1st level, you gain the ability to rapidly digest food in your stomach and turn it into primal magical energy that you can use to your advantage. You gain a pool of Slob Points with a maximum of your Warlock level, which starts at zero. As a bonus action on your turn you can instantly digest a number of pounds of food in your stomach up to your Proficiency bonus, adding their diet points to your metabolism pool and gaining a number of Slob Points equal to the pounds of food digested this way. You can only use this feature if your current Slob Points are below their maximum, and you cannot digest more food than would be required to reach your maximum in one bonus action. These points can be used to fuel the abilities granted by your patron.

Initially, you can use these points to fuel powerful noxious releases. As an action on your turn, you can spend any number of Slob Points (Up to a maximum of your Charisma modifier) and emit a primal release in a 30-foot cone originating from you. If you take the Pact of the Bloated feature, this affects each creature of your choice within your aura. Each creature in that area must make a Constitution Saving throw or take 1d4 points of Poison damage for each slob point spent and become Bloated until the start of your next turn. On a success, they take half as much damage and are not bloated.

Barrier Mess

At 6th level, you are nearly constantly coated in stains and marks from previous meals which never seem to come off no matter how often you try, but don't seem to affect you negatively in any way. In fact they actually seem to protect you, allowing you to add your Charisma bonus to your Armor Class.

Additionally, when a creature would hit you with a weapon attack, you can expend a number of slob points up to your Charisma Modifier (Minimum 1), further increasing your Armor Class against that one attack by 1 for each slob point spent. If this would cause the attack to miss, the weapon or ammunition becomes stuck to your body, and if a melee weapon is stuck this way, the attacker must either let the weapon go or, if they don't or can't (for instance if the weapon is a natural attack like a claw or fist), are considered grappled by you and cannot use that attack again until they succeed a Strength Saving throw against your spell save DC to pull the weapon free, ending the grapple. Any weapons or ammunition stuck this way can be pulled off by you with ease as an object interaction.

Kiss of Sloth

At 10th level, you can infect others with your disregard for manners and restraint to either benefit or hinder them, depending on your intent. As an action, touch a creature within your reach and expend a number of Slob Points up to your Charisma Modifier (Minimum 1). Allies fatten for 1d10 pounds per slob point spent, and their next attack unleashes a targeted burst of gas that strikes their target if they hit, dealing Poison damage equal to the weight they gained. An enemy Fattens for 1d10 pounds per slob point spent, and must make a Charisma Saving throw, becoming Charmed by you, Bloated, and Ravenous for the next minute on a failure.

A creature can only be affected by this feature once per short or long rest.

Death of Restraint

At 14th level, you can assume the form of an avatar of the Primal Urge, becoming a being that shreds restraint in all creatures that get too close to it, spreading the indulgence and slovenly lack of regard for manners of the Primal Urge in a wave around you. As an action, you transform into the Death of Restraint, gaining the following benefits for one minute:

  • Your size increases by one size category
  • You have immunity to poison damage and the poisoned condition
  • Your Stomach capacity is unlimited, and when this effect ends you do not take damage for the amount of food in your stomach being above your normal stomach capacity.
  • The range of your Primal Release Action extends to all creatures of your choice within 60 feet.
  • Whenever an ally starts their turn within 60 feet of you or enters that area for the first time on their turn, they Fatten for your Warlock level and emit a cloud of noxious gasses that deals your Warlock level in poison damage to any creature that attacks them in melee until the start of their next turn. Their stomach capacity is doubled for the duration.
  • Whenever an enemy starts their turn within 60 feet of you or enters that area for the first time on their turn, they Fatten for your Warlock level and must make a Constitution saving throw. On a failure they are Bloated and Ravenous until the start of their next turn.
  • At the start of each of your turns, you and every creature within 60 feet of you eat pounds of fatty food equal to your Charisma Modifier (minimum 1). You can exclude a number of creatures from this effect each turn equal to your Charisma modifier (minimum 1).

Pact of the Bloated

Your patron has gifted you with an unending reservoir of mystical gases that erupt from you constantly, but which have potent supportive effects.

You gain immunity to the bloated condition, though this is mostly because you are constantly afflicted with your own version of it.

You have a constantly unleashing stream of gaseous emissions that give you disadvantage on Dexterity(Stealth) checks, though you can suppress this effect for a number of hours equal to your Charisma modifier (minimum 1), regaining expended time on a short or long rest. While not suppressed, you emit an aura that affects all creatures within 30 feet of you of your choice.

You and allies within the aura gain temporary Hit Points equal to your Charisma modifier (minimum 1) whenever they start their turn in your aura or enter it for the first time on their turn. Enemies within the aura take an amount of Poison damage equal to your Charisma modifier (minimum 1) whenever they start their turn in your aura or enter it for the first time on their turn.

As an Action you can focus your aura on a target within it. An Ally targeted this way Fattens for an amount equal to your Warlock level, has their movement speed increased by 10 feet until the start of your next turn and can add your Charisma modifier to their next attack roll or ability check. An Enemy targeted this way must make a Constitution Saving throw or Fatten for an amount equal to your Warlock level and gain the Bloated condition until the start of your next turn.

New Eldritch Invocations

Eldritch Bloat

Prerequisite: Pact of the Bloated, Level 5

When you take a long rest, you can change the damage type dealt by your Pact of the Bloat aura. You can choose a new damage type from among acid, cold, electricity, fire, poison, psychic, or thunder damage.

Sharing the Gift

Prerequisite: Pact of the Bloated, level 15

When you take a long rest, you can touch another willing creature. That creature gains the effects of your pact and all invocations affecting it until your next long rest.

Eldritch Gastronomy

Whenever you Cast a Warlock Spell or use a Warlock Class Feature that deals Acid, Poison, or Thunder damage, you can choose to change the damage type of the spell or feature to another damage type among the three.

New Equipment

Armor

Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
- -gp - 1 -

New Armor Properties

New Armor Descriptions

Weapons Table

Simple Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Melee Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
- -gp - - properties

New Weapon Damage Types

New Weapon Properties

New Weapon Descriptions

Adventuring Gear

Name Cost Weight Effect
Item -gp 1 Item Effects

New Item Descriptions

PART III

The Magic of More

Class Spell Lists

All Spells

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Artificer

Cantrips (0 level)
  • Noxious Burst
1st level
2nd level
3rd level
4th level
5th level

Bard

Cantrips (0 Level)
  • Noxious Burst
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Cleric

Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Dark Knight

1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Find Food and Drink
  • Feed
  • Fog Cloud
  • Frost Fingers
  • Gaseous Rupture
  • Gaseous Smite
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Magic Missile
  • Modify Metabolism
  • Protection from Evil and Good
  • Ray of Sickness
  • Resize
  • Searing Smite
  • Silent Image
  • Sleep
  • Snare
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Thunderous Smite
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dietary Curse
  • Dragon's Breath
  • Earthbind
  • Emburden
  • Enlarge/Reduce
  • Flaming Sphere
  • Gentle Repose
  • Hold Person
  • Immobilize Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mind Spike
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Web
3rd Level
  • Abyssal Stomach
  • Animate Dead
  • Bestow Curse
  • Bloat
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Drain
  • Enemies Abound
  • Erupting Earth
  • Fat Feedback
  • Fear
  • Fireball
  • Fly
  • Galder's Tower
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Noxious Wave
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Slow
  • Stinking Cloud
  • Summon Lesser Demons
  • Thunder Step
  • Vampiric Touch
  • Water Breathing
4th Level
  • Alluring Feast
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Dimension Door
  • Elemental bane
  • Fabricate
  • Fatball
  • Fire Shield
  • Galder's Speedy Courier
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Noxious Warning
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Storm Sphere
  • Vitriolic Sphere
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Fat Surge
  • Geas
  • Hold Monster
  • Immobilize Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Slavering Beast
  • Slovenly Plague
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle

Druid

Cantrips (0 Level)
  • Noxious Burst
1st Level
2nd Level
3rd Level
4th Level
5th Level
  • Tantalizing Aroma
6th Level
7th Level
8th Level
9th Level

Paladin

1st Level
  • Gaseous Smite
2nd Level
3rd Level
4th Level
5th Level

Ranger

1st Level
2nd Level
3rd Level
4th Level
5th Level

Sorcerer

Cantrips (0 Level)
  • Noxious Burst
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Warlock

Cantrips (0 Level)
  • Noxious Burst
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Wizard

Cantrips (0 Level)
  • Noxious Burst
1st Level
2nd Level
3rd Level
4th Level
  • Noxious Warning
5th Level
  • Tantalizing Aroma
6th Level
7th Level
8th Level
9th Level

Noxious Burst

Conjuration Cantrip


  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 5 ft.
  • Components: S
  • Duration: Instantaneous

You unleash a burst of noxious gases that spreads to those around you. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d10 poison damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Debase

2nd level Enchantment


  • Classes: Bard
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You force a target to debase themselves to all who can see them. Your target must make a Charisma Saving Throw. On a failure, the target is Charmed by you for the duration or until you or your companions do anything harmful to it, and their body begins to betray them and attempts to embarrass them at every turn, constantly spewing gas from both ends, making suggestive poses and lascivious gestures, smearing themselves with any food they attempt to eat. The target has disadvantage on attack rolls and ability checks for the duration, and their body will not let them suggest that any course of action it is making them take is unnatural or unusual, or that they might be under the influence of magic.

As a bonus action on your turn, you can force your target to entangle another in their antics. They move up to half their movement speed towards another creature of your choice and attempt to grapple them. If they succeed, they also impose the same disadvantage on attack rolls and ability checks to their target as they constantly inhibit their victim with their embarrassing acts. On their turn, they can cease doing this unless you use your reaction to force them to continue, in which case they can only take any actions or movements that would not force them to release the grapple.

When the spell ends, the target is unaware of having been charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature within range for each spell level above 2nd. You can only command one of them at a time with your bonus action, though you can use your reaction to force all of them to continue inhibiting someone they are currently grappling.

Gaseous Smite

1st level Evocation


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

Your strike afflicts the target with a surge of uncontrollable gas. The next time you hit a target during the spell's duration, you strike with infectious potency, dealing an additional 2d10 poison damage. Additionally, the target must make a Constitution saving throw. On a failed save, for the spell's duration, the target has the Bloated condition. On a successful save the target is unaffected and the spell ends.

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

Noxious Warning

4th level Abjuration (ritual)


  • Classes: Wizard
  • Casting Time: 1 minute
  • Range: 30 ft.
  • Components: V, S, M (a pinch of sulfur and garlic)
  • Duration: 8 hours

A field of warning magic surrounds a 100-foot radius sphere centered on a point you choose within range. When you cast this spell, name any number of creatures to be excluded from this spell's effect. Any time a creature you did not name enters this area, they immediately unleash a burst of flatulence audible from 300 feet, and must make a Constitution saving throw, gaining the Bloated condition for the next Hour on a failure.

Tantalizing Aroma

5th level Enchantment


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a wilted flower)
  • Duration: Concentration, up to an hour

A target of your choice within range begins to emit constant gaseous eruptions that have a hypnotic scent. They gain the effects of the Bloated condition, and any creature that comes within a 20-foot radius of them must make a Wisdom Saving throw. On a failure, they also gain the Bloated Condition, and are Charmed by your target for the duration of the spell. Anyone that comes within 5 feet of any of these secondary targets must make the same Saving throw or suffer the same effects.

PART IV

The Slob's Toolbox

Character Backgrounds

Slob

Whether you have previously suffered from an outbreak of the Slovenly Plague, were raised with these values, cursed, or simply learned to love it, you are a slob through and through, and that noxious lifestyle and lack of inhibition has shaped who you are and who you will become. This background isn't the be-all-end-all for slobby characters, but rather it is for characters whose slobbish nature is a formative part of their life.

Skill Proficiencies: Eating, and your choice of Deception, Intimidation, or Persuasion.

Tool Proficiencies: Choose one between Alchemist's supplies, Poisoner's Kit, or Cook's Utensils.

Languages: One of your choice

Equipment: A set of common clothes, a pouch of gas inducing mushrooms, a trinket rolled randomly on the table, an extra day's worth of rations, and a pouch containing 10 gp.

Slobby origins

A number of different origins might cause one to take up the habits and mannerisms of a slob. Choose an origin or roll on the table below to define what led you to becoming a slob.

d10 Slobby Origin
1 I was infected with Slovenly Plague. Though I'm no longer contagious, I never fully recovered.
2 I was poisoned to rob me of my popularity and appeal
3 I was raised in a community where this kind of thing is the norm
4 I was afflicted with a terrible curse that makes me this way
5 I'm just a freak of nature, I can't really control it.
6 I made the conscious decision to live like this and drop any and all inhibitions.
7 I don't really remember why I'm like this, I've just always been this way as far as I know.
8 The slovenly exterior is a guise to try and conceal my true nature. I may have taken the ruse a bit far.
9 I was kidnapped and forced to live in slobby conditions until it became natural to me.
10 After a while of circumstances leading me to live like this, I eventually came to love it.

Feature: Repellant

Your slovenly nature tends to be actively repellant to those who do not share your habits. When you move among 'normal' folk, people tend to do their best to ignore you, often breaking protocols or rules to speed you along so they can stop dealing with you. A guard might skip inspecting you, a barkeep might refuse to charge you for a drink as long as you go away. It might be rude, but it comes with benefits.

Suggested Characteristics

Regardless of whether they follow this lifestyle by choice, there are certain personality traits that are endemic to the slobby lifestyle. One does not exist in that manner for so long without it shaping a bit of who they are.

d8 Personality Trait
1 I find the sensation of Gaseous Release pleasurable.
2 I'm a horrendously messy eater.
3 I constantly try and eat, even past when I'm full.
4 I play the lazy glutton to get an upper hand in situations.
5 I've learned to speak around belches and farts so it doesn't impede my communication as much.
6 I have no sense of smell anymore, it's been killed by my own stench.
7 I'm especially gassy whenever I'm stuffed.
8 To me, a fart isn't rude, it's a compliment to the food.
d6 Ideal
1 Martyr. Everyone deserves respect. If I have to be the grossest thing in the room so others aren't so bad by comparison, that's fine. (Good)
2 Hospitality. I try and reign in my habits while I'm among polite society, even if it doesn't always work. it's good to be respectful. (Lawful)
3 Freedom. My gas and slovenly appearance are an expression of my contentment and freedom. I'm proud of it all. (Chaotic)
4 Conquest. I'll spread my habits to others, even if I have to do it by force. They'll either get used to me, or join me. (evil)
5 Independence. I am a force of my own. No-one will change me, just as I can't change them. (neutral)
6 Spread. I have a deep-seated desire to show people why this lifestyle isn't so bad. (any)
d6 Bond
1 The thing or person that did this to me is still out there. I've got to stop it before it affects more innocents.
2 I am bound, by impulse, desire, curse, culture, or otherwise, to spread this lifestyle to others.
3 I seek a cure for my condition so that I can once again be a member of polite society without issue.
4 My Slobbish habits got me in trouble with someone important, and I'm still paying back that debt.
5 The person I love is even slobbier than me. They're the ones who made me like this, intentionally or otherwise.
6 This slovenly state is the cost of some terrible deal I had to make. I'm terrified that this isn't the end of it.
d6 Flaw
1 I have the worst habit of belching or farting at inopportune times.
2 Anything i touch ends up filthy, whether I want it to or not.
3 I often find it difficult to draw the motivation to do anything I don't see as important.
4 I sometimes lose control of myself and give in to animal desires.
5 I'm completely oblivious to why anyone might find me repulsive.
6 I'm always irritable when my stomach is empty.
Variant Feature: The Corrupted

Sometimes the Slob is this way because of an encounter with Corrupting Influence. In addition to the benefits and traits granted by this background, a character can choose to begin their adventure with 1-3 points of Corruption. In exchange, so long as they have any corruption, the character is able to sense corruption in other characters or objects they can see, and can determine if an object is a source of corruption if they spend a minute investigating it.

Extra Character Details

Height and Weight

Included here are extra Height and Weight tables for the races added to the game in this document, to help provide base height, weight, and random additional modifiers for each.

Race Base Height Height Modifier Base Weight Weight Modifier
Þyr 5'4" +2d10 175 lb. x (2d12) lb.

PART V

Corrupting Creatures

Monsters and NPCs

This section contains listings of new basic monster stat blocks.

Monsters
NPCs

Corruptor

Sometimes a Beholder either dreams of a maddening hunger or is corrupted by an outside force of gluttony. In such situations, the creature either gives birth to, or transforms into, a Corruptor. This creature is differentiated from Beholders in appearance by its eye-stalks receding into its head to become a multi-headed gaze of dangerous glowing orbs. The stalks that had once held its eyes now become grasping tentacles, enabling the corruptor to grasp and consume whatever food it feels it desires within its sight. Capricious Devourers. Corruptors have an unpredictable if not completely random view on what to do with creatures it finds. Some it sees as food to be devoured so it may grow larger and more powerful. Others it sees as pets to be fattened and played with, though its definition of fun is often not as enjoyable as the pet may wish. Taking the already unstable nature of most beholders and coupling it with a fixation on the nature of gluttony creates a being that will devour the first thing it sees and then turn the second into a fleshy pillow for its own amusement.

Paranoia becomes Confidence. The paranoia of typical Beholders disappears in the face of the Corruptor's all-consuming hunger. It gains a confidence that is rarely seen in the creatures of madness. It believes its plans cannot fail, and this overconfidence is somewhat justified. Its mere presence causes others to suffer a dulling of all senses but hunger, making those who attempt to battle it less capable than they should be, reinforcing its view that it is the greatest being in existence.

Corrupting Madness. The Corruptor gets its name from the glee it takes in breaking the minds of those it deems to be its pets. It enjoys a number of methods of mental domination, from tormenting a creature before lavishing it with delicious foods, fattening creatures into incapacitation before offering them mobility at the price of servitude, to mentally overriding a target's senses until they are nothing but a walking hunger, existing only to consume.

A Corruptor's Lair

A corruptor's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A corruptor encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

When fighting inside its lair, a corruptor can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the corruptor can take one lair action to cause one of the following effects:

  • A table of fattening food appears on the ground at a location within 120 feet of the corruptor. Creatures that fail their saving throw against the corruptor's Hungering Aura must make a DC 15 Wisdom Saving Throw or spend their turn moving to the table and using their action to eat 1d10 pounds of food from the table at supernatural speed. A creature that surpasses fullness or takes eating damage from the table must make a Wisdom Saving throw as if resting within 500 feet of a source of corruption. Food replenishes infinitely at the table, but it disappears at the next initiative count 20.
  • Any Creatures with Mild corruption or Worse within 120 feet of the corruptor must make a DC 15 Constitution saving throw or gain 5d10 lbs. of fat as the corruption in their body and soul is twisted against them.
  • An eye opens on a solid surface within 60 feet of the corruptor. One random eye ray of the corruptor's at a target of the corruptor's choice that it can see. The eye then closes and disappears.

The corruptor can't repeat an effect until they h ave all been used, and it can't use the same effect two rounds in a row.

Regional Effects

A region containing a corruptor's lair is warped by the creature's unnatural presence, which qualifies as a source of corruption and creates one or more of the following effects.

  • Creatures within 1 mile of the corruptor's lair sometimes are racked with hunger pains, leaving them ravenous for any food they can find.
  • When the corruptor sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, corrupting food might appear where none existed before, a statue may turn to candy, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

If the corruptor dies, these effects fade over the course of 1d10 days.



Corruptor

large aberration, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 180(19d10 + 76)
  • Speed 0ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception + 12
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge 13 (10,000 XP)

Hungering Aura The corruptor's presence creates an aura of hunger with a radius of 150 feet. All creatures that start their turn within the radius of the aura must make a DC 16 Constitution saving throw or be racked with hunger, imposing disadvantage on all attack rolls and ability checks until the start of their next turn. Creatures who are at or above their fullness capacity have advantage on the saving throw, and creatures who have eaten to twice their normal fullness capacity are immune this effect.

Corruption Master. Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Corruptor.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The corruptor shoots three of the following eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Corrupting Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or gain 1 point of corruption.

3. Food Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or eat 16 (4d8) pounds of food.

4. Fluid Ray. The targeted creature must succeed on a DC 16 Constitution saving throw. On a failed save, the target's speed is halved for one minute as their body fills with fluid. In addition, the creature has disadvantage on Dexterity Saving throws, and cannot be passed through by allies, even if willing. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Fat Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The target also gains pounds of fat equal to twice the damage taken.

6. Muscle Ray The targeted creature must make a DC 16 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The target also gains pounds of muscle equal to twice the damage taken.

7. Sloth Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

8. Balloon Ray The targeted creature must succeed on a DC 16 Constitution saving throw or inflate with lighter-than-air gas, floating 20 feet of the ground, restrained, for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

9. Food Transformation Ray The targeted creature must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body turns into fatty food

10. Immobility Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or be fattened up to their next Bulk Threshold. Creatures without a bulk threshold, or who are already immobile instead gain 5d100 pounds of fat.

Legendary Actions

The corruptor can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The corruptor regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

Uesha Oni

Stories exist of the ferocious oni, who stalk villages and devour children at night. There exists a potent subspecies of these creatures known as the Uesha Oni, the Hungering Oni. Monstrous creatures with more vibrant color patterns than most Oni and a regular propensity for having more than one head, the Uesha Oni is a creature of raw gluttony that would rather its meals be of appropriate size before it partakes.

Dual Personalities. Uesha Oni always have two primary sides to their personality. Even those who only have one head share this trait. These two sides are typically a sinister matron who wants her victims to eat and consume and grow and a hungering brute who can't wait to devour their prey. Unlike other multi-headed giantkin, Uesha Oni's heads are almost always in perfect sync, though they may differ on certain small matters.

Gardeners of Flesh. Uesha Oni take pride in their ability to fatten and feed their prey. They often keep multiple victims in their lair at a time as they feed them until they are as large or larger than the Oni themselves, making them perfect meals for the gluttonous giants.



Uesha Oni

Large giant, lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 134 (15d10 + 48)
  • Speed 30ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws Dex +4, Con +7, Wis +6, Cha +6
  • Skills Arcana +6, Deception +10, Perception +6
  • Senses darkvision 60 ft., passive perception 15
  • Tool Proficiencies Cook's Utensils +6
  • Languages Common, Giant
  • Challenge 9 (8725 XP)

Corruption Master. Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Uesha Oni.

Corrupting Attacks. Creatures that take damage from the Oni's weapon attacks or spells must make a Wisdom Saving throw as if within 500 feet of a source of corruption or gain 1 point of corruption.

Extra Heads. The Uesha Oni has a 50 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Innate Spellcasting. The Uesha Oni's innate spellcasting ability is Charisma (Spell save DC 14). The Uesha Oni can innately cast the following spells, requiring no material components:

At Will: darkness, invisibility

2/day each: charm person, cone of cold, gaseous form, sleep

1/day each: Fatball, Hypnotic Hunger, Fat Surge

Magic Weapons. The Uesha Oni's weapon attacks are magical.

Regeneration. The Uesha Oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The Uesha Oni makes two attacks, either with its claws or its glaive.

Claw (Uesha Oni form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 *1d8 + 5) slashing damage,

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage, or 10 (1d10 + 5) slashing damage in Small or Medium form.

Change Shape. The Uesha Oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the Uesha Oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Uesha Oni Lairs

The Lair of an Uesha Oni is a decadent affair of food, cooking supplies, and captured victims, a reflection of the nature of the creature that owns it. They are fond of locations that are easily hidden from the world, such as caves hidden in the mountain side, hidden grottos underneath a decaying tree in the midst of a bog, or the basement of an ancient long forgotten ruin.

Mystical Chefs

The Uesha Oni is a mystic cook that specializes in making food to fatten their victims to appropriate size. The Uesha Oni's lair is often littered with samples of its craft, magical food that immediately becomes an amount of fat equal to the amount of food eaten upon consumption. Every 5 pounds of this food eaten within a 24 hour span causes the imbiber to make a Wisdom save against corruption as if within 500 feet of a source.

Uesha Oni Lair Actions

Once an Uesha Oni sets up their lair, they gain a set of lair actions that represents the magical nature of the place where they rest and create their mystic foods and fatten their victims.

The following lair actions are options for Uesha Oni. Typical Uesha Oni will often have three to five lair actions. Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the oni's most powerful ability, and has the oni's Corruption Master trait.

Lair Actions

On initiative count 20 (losing initiative ties), the Uesha Oni can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:

  • The Uesha Oni targets any number of creatures she can see, and each one must make a Dexterity Saving Throw or be forced to consume 1d4+1 pounds of the lair's magical food as it flies toward their mouths.
  • Any creatures with severe corruption or worse that the Uesha Oni can see must make a Charisma Saving Throw or be dominated by the Oni until the next initiative count 20, obeying mental commands that she gives them at the start of their next turn.
  • Magical fog smelling of delicious food billows out from a point the Uesha Oni can see, forming a 20-foot-radius cloud that heavily obscures vision and grants disadvantage on Wisdom(Perception) checks made within its area. This fog disperses at the next initiative count 20.

Regional Effects

The Uesha Oni's nature and magic eventually seep into the ground they call their home, creating an aura of corruption that infects the nearby landscape. The oni's lair counts as a source of corruption for the purposes of resting near it, and is typically the source of three to five regional effects, some of which may directly harm enemies. Unless otherwise noted, any regional effect that requires a creature to make a saving throw uses the save DC of the oni's most powerful ability, and has the oni's Corruption Master trait.

Regional Efects

The region within 5 miles of a Uesha Oni's lair is warped by the creature's magic, which creates one or more of the following effects:

  • Animals within the region are fat and lazy, easy to hunt or catch. Even predators lay slovenly upon their fattened bodies.
  • Stacks of food or drink of various types appear randomly throughout the area, perfectly displayed for anyone to eat. This food is magical, and any imbiber immediately gains 1d10 pounds and must make a Wisdom Saving Throw against corruption, with a distance of however far the creature is from the lair itself.
  • Plants within the region awaken and attempt to ensnare travelers, feeding them with fattening food that they conjure until they are stuffed 1d4 pounds of food past capacity. The plants have a strength of 20 and cease moving if a creature breaks free of them or once they let the creature go.

Art Credits:

All art used is presented with the permission of the Artist and/or Commissioner

  • The Sakura and Karin Oni Transformation VII by Chronorin

https://www.deviantart.com/chronorin/art/The-Sakura-and-Karin-Oni-Transformation-VII-332537049

  • Hungry Tyrena by Sneakylittlebastard

https://www.tumbex.com/feeder-jeff.tumblr/post/56236682736/hungry-tyrena-by-sneakylittlebastard

  • Letidýra commissioned for Storymaker by @ExponentialMass on twitter

https://twitter.com/ExponentialMass/status/1451147777015119876

Contributors

Listed below, in no particular order, are the names or usernames of every other content creator whose work went into creating this document, and who wanted to have their name listed.

Erimar,

 

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