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 Art of Expansion
New Optional System: Inflation Threshold
Typically speaking, in the standard system of ExpanD&D, any forms of Inflation are usually counted as temporary increases to a character's Fat or Muscle. This system exists for those who wish to track inflation with a degree more granularity, and for those who want a system to simulate the threat of bursting from overinflation.
New Mechanical Terms: Inflate, Deflate, Expand, Compress, Bloat, Drain
Similar to Fatten, Slim, Swell, and Shrink, these terms will be shorthand for the varieties of inflation a character can undergo.
Inflate. expand the body with a number of pounds of lighter-than-air pressure.
Deflate. Reduce the pounds lighter-than-air pressure in the body.
Expand. Expand the body with a number of pounds of air-pressure.
Compress. Reduce the pounds of air-pressure in the body.
Bloat. Expand the body with a number of pounds of liquid pressure.
Drain. Expel pounds of liquid pressure from the body.
Inflation and the Pressure Limit
Using the optional system, Pounds of inflation pressure are tracked separate from pounds of muscle or pounds of fat, though they have an interaction with both, as well as their own threshold with its own penalties. Track each of the three types of inflation separately, as they will determine certain factors, though they add together to determine your total inflation and progress toward your inflation threshold.
To determine your Pressure Limit, multiply the sums of your Dexterity and Constitution scores by 10. This is the maximum amount of inflation a character can receive before they start to take on penalties. Higher Inflation Threshold penalties include the penalties for lower thresholds as well.
Inflation interactions with other limits
Inflation of the body has a lot of situation interactions with how a character handles their body weight. Each of the three types of inflation have their own levels of interaction. Each pound of inflation affects a character's effective weight for Bulk or Flex as mentioned below on a 1-to-1 basis. These forms of inflation do not act as Fat or Muscle in any other regard than adding to or removing from a character's effective mass for their limits. It does not affect the character's carrying capacity or ability to carry fat like muscle does, and it does not qualify as fat or muscle for any abilities that call upon it.
Lighter-than-air pressure subtracts from the character's Bulk, but adds to a character's Flex
Air Pressure. Affects neither a character's Bulk nor Flex.
Liquid pressure. Adds to a character's Bulk but subtracts from their Flex.
Inflation Thresholds
The following are the penalties that apply for a character inflating beyond their Pressure Limit.
Stretched. If a character has exceeded their Pressure Limit they are considered stretched. Their balance is put off, granting them Disadvantage on Dexterity(Acrobatics) checks, as well as checks and saves made to resist being knocked prone.
Taut. If a character has reached an inflation level of 2 times their Pressure Limit they are considered taut. Their stretched physique gives them disadvantage on Constitution checks and saving throws and their base stomach capacity is halved, and any stomach capacity increase from Stuffing Yourself is halved as well.
Ballooned. If a character has reached an inflation level of 3 times their Pressure Limit they are considered ballooned. If the majority of their inflation is Lighter-than-air, they permanently have the Inflated Condition. If the majority of their inflation is Liquid, they permanently have the Waterlogged condition. If the majority of their inflation is Air, they permanently have the Overblown condition
Inflation and Size Category
Pressure Limits increase and decrease by size category at the same rate as Bulk and Flex Limits.
Optional Rule: Overtaxing
This rule is optional even when using this optional system. If your game is using this system, there is an even greater threat of being inflated too far past your Pressure Limit, in that your character may very well just burst by adding a 4th threshold. If a character has reached an inflation level of 4 times their Pressure Limit they are considered Overtaxed. After a character has reached this stage of their inflation threshold, every instance of additional pressure added to them, no matter which type of inflation it is, causes them to make a Constitution Saving throw. This saving throw ignores the disadvantage applied by the Taut stage, but not any other disadvantage the character might have.
The first such saving throw a character makes only has a DC of 10. However, until the character is reduced below the Ballooned Threshold, every subsequent instance that triggers another saving throw has its DC increased by 2.
When a character fails one of these saving throws, they burst. All of their inflation is removed, and they drop to 0 hit points.
Losing Inflation
Unlike Muscle and Fat, Inflation is not a natural bodily process that builds and decreases in slow natural increments. To that end, the following base system is in place to cover how inflated characters can lose that inflation over time.
At the end of each long rest, an inflated character can lose half of their current Inflation of one type, rounded up. If they have an allied character assisting them in deflating themselves, they can either choose to also lose half of another type of inflation, rounded up, or they can choose to lose three quarters of one type, rounded up. This reflects that as pressure is released, it becomes harder and harder to remove those last traces of pressure completely.
A character can attempt to do the same on a Short rest, but amounts of Inflation pressure lost are half those of a long rest.
Optional Action Rule: Pressure Release
Another optional method to allow some mid-combat release of pressure, a character can use their Action to take the Pressure Release action. When a character takes the Pressure Release action, roll any number of your hit dice, reducing your current Inflation by the result of the roll plus your Proficiency bonus, divided how you choose among any of the three types of inflation. This does not expend your hit dice.
You can use this Action a number of times equal to your Character level, regaining a number of uses up to your Proficiency bonus at the end of a long rest.
Optional Rule: Floating
Characters inflated with lighter-than-air gases may eventually begin to float on their own. This motion isn't quick and barely controlled, but it can be of use. If your campaign is using this optional rule, then when a character's lighter-than-air Inflation Pressure would exceed the weight of their regular Body Mass, including equipment carried, plus any Liquid Inflation they might have, even if they have not reached the Ballooned inflation threshold, they begin to float. They gain a flying speed of 10 (hover), but cannot descend more than 5 feet in a round, and cannot move closer than 5 feet away from any ground or water surface under their own power. They also do not naturally fall if something would knock them prone. This movement speed increases to 20 if their lighter-than-air Inflation Pressure is more than double the weight of their Body Mass and any Liquid Inflation they might have., and increases by another 10 feet each time they increase their Lighter-than-air Inflation Pressure by their total body weight, meaning at 3 times their body weight it will 30 feet, at 4 it will be 40 feet, and so on, to a maximum of 60 feet. A floating character can never move closer to any ground or water surface under their own power than half of the fly speed provided by their inflation in feet.
Once a character has achieved this lift, they can also carry other objects and potentially characters with them. Whenever a floating character attempts to carry someone or something else, add that creature or object's weight to their own to determine whether the character remains floating, and if so, how fast their fly speed is.
Magical Errata
With the introduction of the Inflation threshold, the following changes need to be made to any spells in other books that reference inflation without the use of the Inflation threshold.
- Any spells that inflate a target with a substance now properly Inflate, Expand, or Bloat the target as appropriate to the substance, whether it be liquid, air, or lighter-than-air gases.
- Subsequently, any spells that would 'immobilize' a target via inflation instead render the target Ballooned.
PART II
Inflated Egos
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.
Genasi - Elemental Capacity (Ancestral)
Your attunement to the elemental planes allows you to add your Charisma score to your Dexterity and Constitution scores to determine your Pressure Limit.
Kobold - Stretchy Hide (Ancestral)
The skin and scales of a kobold actually stretch rather easily, even when they are turned into a balloon. You do not suffer the effects of being Taut.
Barbarian
Path of Sea and Sky
Scion of the Horizon
Starting when you choose this path at level 3, you can channel the sea or sky whenever you rage. Choose between the following options whenever you rage, which last until the rage is over.
Sea: A heavy mist surrounds you, coating things in thick droplets. You become one with the waves, calling upon the sea foam to weaken blows. You reduce all damage you take by your Constitution modifier before weaknesses or resistances are applied. Each round you are raging, you bloat for a number of d6’s equal to your proficiency mod.
Sky: Wind blows around you in a small personal bluster. You embrace the lift and speed of the winds, carrying you forward to victory. You increase your speed by 10ft. Each round you are raging, you inflate for a number of d6’s equal to your proficiency mod.
Voluptuous Volume
Beginning at 6th level, you become able to empower yourself when coming closer to rain and wind. Your choice of sea or sky gives you greater power while you are raging. Additionally, you no longer experience penalties for being over your Stretched limit. At level 14, this extends to your Taut limit.
Sea: Each time you deal damage with a weapon attack, you may bloat by a number of pounds equal to twice the total damage dealt. While you are at least stretched, you have a swim speed equal to your move speed and can breathe underwater. Additionally, your weapon attacks deal an additional 1d6 bludgeoning damage that increases to 2d6 at level 14.
Sky: Each time you deal damage with a weapon attack, you may inflate by a number of pounds equal to twice the total damage dealt. While you are at least stretched, you are constantly under the effects of the slow fall spell and gain a jump distance equal to your move speed. Additionally, your weapon attacks deal an additional 1d6 piercing damage that increases to 2d6 at level 14.
Natural Empowerment
Beginning at 10th level, if you are under your taut limit when you begin to rage, you may bloat or inflate up to your taut limit depending on whether you choose sea or sky, bloating for the former and inflating for the latter. You may also naturally absorb inflation from naturally available sources you are touching, such as falling rain or a windy mountain peak. You may absorb this inflation at a rate of 2 times your barbarian level per minute.
Elemental Projection
Also at 10th level, you become able to expend your inflation to help you in combat, depending on your chosen form while raging.
Sea: Through the relentless press of the waves, you can knock aside your foes. By expending 50lbs of liquid inflation whenever you hit a creature with an attack, you can additionally make a shove attempt against them as part of the same attack.
Sky: By using the power of the winds contained inside of you, you can sail through the air. By expending 50lbs of lighter than air inflation as part of your movement, you may move as though you had a fly speed equal to your move speed. You do not fall at the end of your turn, but do fall if you do not use the ability again at the start of your next turn. By expending an additional 50lbs, you can also move a willing or grappled target you are touching that is the same size as yourself without reducing your move speed.
Approaching Storm
At 14th level, you learn to control and unleash the storm within to its fullest. Rain and wind whips around you in a 15ft aura while you’re raging. While in this storm, you and your allies cannot be knocked prone or forcibly moved, instead inflating or bloating (your choice) equal to twice your barbarian level each time such an effect is prevented. There is an additional effect depending on your chosen form while raging.
Sea: The water around you moves with you, dancing to your own movement. When you hit a creature within your aura, you can make an additional attack at disadvantage against another creature aside from the original target within your aura. This attack may also use Elemental Projection.
Sky: The wind around you is a hurricane force, shielding you from foes. Any ranged attacks made against you within the aura are made at disadvantage. Additionally, the force of the gale carries the force of your attacks, and you may treat the entirety of your aura as within your melee threat range for making attacks.
Cleric
Girth Domain
More of an ideal than a domain, those who worship the Girth have a belief in holy pressure, the beauty of roundness, and spreading their ideal form. Be it filling oneself with to become a holy vessel, to showing off their faith with extreme size, their devotion has given them divine power.
Girth Domain Spells
Cleric level | Spells |
---|---|
Level 1 | Absorb Expansion, Tailwind |
Level 3 | Air Pocket, Drenching Mote |
Level 5 | Aura of Deflation, Ballooning Weapon |
Level 7 | Flowing Guard, Soda Pop |
Level 9 | Clear Water, Sirocco's Wailing |
Blessed Body
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Blessed Pressure
Also at 1st level, your divine spells are able to affect the size of those around you. When you restore a creature’s hitpoints with a cleric spell, you can cause the creature to Inflate, Expand, or Bloat equal to twice the healing done. Conversely, you may have them Deflate, Compress, or Drain the same amount instead.
Channel Divinity: Expansive Ministrations
Starting at 2nd level, you can use your Channel Divinity to allow others to gain strength from your adoration. As an action, you create a field of positive energy around you for the next 10 minutes. All allied creatures including yourself within 15 feet of you that are stretched or taut do not suffer penalties from being over those limits as long as they remain within range and you are conscious.
Additionally, you no longer suffer penalties for being stretched.
Divine Blimp
When you reach level 6, your spells become more powerful when being used on those of great width. Healing spells you cast heal 1 additional point per die rolled for each pressure limit the target has surpassed. Spells you cast on targets last 1 additional round after you’ve stopped concentrating on them for each pressure limit the target is over.
Additionally, Whenever a creature within 5 feet of you uses the pressure release action, you may expend your reaction and instead have the creature gain pressure of a type they already have equal to the amount they would have lost.
Inflated Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. In addition, enemies damaged by your cleric cantrips gain a number of pounds of inflation of your choice equal to the damage dealt. You add an extra multiplier of inflation for each pressure limit you are over. Such as x2 the damage as inflation while stretched, x3 while taut, etc.
Grand Ballooning
At 17th level, your faith pours out of you, and all are affected by it. Whenever you cast a spell or make an attack that deals damage but does not normally cause them to gain inflation, you may have the target gain pressure of any kind equal to double the damage dealt. If you cast a spell that does not deal damage, and does not normally cause a creature to gain inflation, you may have the target gain pressure of any kind equal to ten times the level of spell slot used.
Additionally, your Expansive Ministrations ability now prevents creatures you choose from suffering from overtaxing while within 30ft of you.
Fleshbound
Way of the Vessel
Originally serving as living containers for transport of gasses and liquids, the Vessels were one of the Fleshbound groups that suffered greatly at the hands of the Lipomantic empires, often being used to transport dangerous substances at the cost of their own health. Since their freedom, the art has been honed for the benefit of the fleshbound rather than the detriment, and is used to defend, transport, and immobilize their enemies.
Vessel Save DC
Several abilities in this archetype will require saving throws. These are made against your Vessel Save DC listed below.
Vessel Save DC
Vessel Forms
Beginning at 3rd level, the Vessel's Flesh Shape Forms are modified to reflect their wielder's capacity for self-inflation, each gaining unique additional abilities.
Elastic becomes Air Tank: in addition to the normal abilities of your form, you gain the ability to intake and exhale vast quantities of air. You can Expand yourself for an amount up to a roll of your Living Weapon Die multiplied by your Fleshbound level when you take this form and at the start of each of your turns. As long as you have any air pressure in your body in this form, you can hold your breath indefinitely, and other creatures have disadvantage when attempting to grapple you.
Inflated becomes Gas Valve: in addition to the normal abilities of your form, you fill with ligher-than-air gases. You can Inflate yourself for an amount up to a roll of your Living Weapon Die multiplied by your Fleshbound level when you take this form and at the start of each of your turns. As long as you have any lighter-than-air pressure in your body in this form, you have a flying speed equal to half your movement speed.
Engorged becomes Water Spout: in addition to the normal abilities of your form, you fill with vast quantities of fluid. You can Bloat yourself for an amount up to a roll of your Living Weapon Die multiplied by your Fleshbound level when you take this form and at the start of each of your turns. As long as you have any liquid pressure in your body in this form, you gain a ranged attack that you are proficient with, which has a range of 60 feet and deals your Living Weapon Die + your Constitution modifier bludgeoning damage to a struck target and Bloats them for four times the damage dealt.
Inflation Kiss
Also at 3rd level, you can use a bonus action to use this ability on a target you are grappling, who is willing, or who is restrained and adjacent to you. When you do, you remove any amount of one type of pressure from your body and attempt to force it into your target. They must make a Constitution Saving throw. On a failure, they gain all of the pressure you lost, and the sudden rush of pressure renders them Inflated, Overblown, or Waterlogged (depending on what type of pressure you flooded them with) until the end of your next turn. On a success, they gain half as much, and do not suffer any extra conditions.
Intake Technique
Beginning at 6th level, you can easily inflate yourself with any environmental factors, even outside of your flesh shapes. As an Action, you can take in nearby Air, Liquid, or lighter-than-air gases, as long as there is a source of such within 5 feet of you. You consume and fill yourself with a number of pounds in one action up to a maximum of Ten times the sum of your Fleshbound level plus your Constitution and Strength modifiers, divided as you choose among any available sources.
You can also control how much inflation you lose over a long a rest if you choose to do so, letting you choose to lose any amount of inflation of your choice up to your full inflation amount of a single type of inflation. With an allied character's assistance, you can do the same with a second type of inflation.
Expulsion Defense
Beginning at 11th level, when you would be struck by an attack, you can use your reaction to expel half of one type of pressure inside of you to impose disadvantage on the attack and, after the attack resolves, regardless of whether it still hits, move yourself up to half your movement speed in a straight line in a direction of your choice.
Vacuum Pull
At 14th level, when you use your Intake Technique, you can pull from sources that are within 60 feet of you, and you can attempt to pull any number of creatures that are within that range towards you. Each chosen creature must make a Strength Saving throw or be pulled up to 30 feet directly towards you.
You may use this feature a number of times equal to your Wisdom modifier, regaining expended uses after a long rest.
Incredible Capacity
At 17th level, your Pressure Limit is doubled, and you no longer suffer negative penalties for being Stretched or Taut.
Additionally, When you use your Inflation Kiss feature, you can choose two types of inflation to attempt to fill your target with.
Druid
Druid Circle of the Flowing Sap
The Swelling Plague
The Swelling Plague is the disease that the Flowing Sap spreads. The Plague's original purpose is surprisingly benign- trying to cure hunger and spreading their generosity. However, it can be easily weaponized, and its degeneration over time from starvation cure to sickness is not entirely accidental. The disease acts in the following ways:
Growth Rate. The infected creature begins rapidly reproducing food within itself as pounds of pressure. The growth rate is equal to four times the druid’s level. At the start of the creature’s turn whenever they are in combat or in a similarly stressful situation, they gain pressure equal to the growth rate. When outside of combat, they gain pressure every hour. Any pressure that is created by this plague removed from the creature creates an equal amount of pounds of fatty food.
Exposure. Creatures that come into contact with the food created by the plague are also subject to being infected, rolling against your spell save DC and being immune for 24 hours on a success. This could happen in situations such as an overtaxed infected creature bursts (15ft radius around them), assisting an infected creature with the pressure release action, taking pressure from the infected creature, eating the created food, or any other similar situation. New infections can only happen within 1000ft of the Flowing Sap Druid since they are the center of the magical plague.
Curing the Disease. Every 24 hours, an infected creature can make an additional Constitution saving throw to recover from the disease. The disease can also be cured by any other effects that end diseases, such as a Paladin's Lay on Hands or the Lesser Restoration spell. When the disease ends for an infected creature, they don't lose any pressure in their bodies, but the food inside them ceases to be infectious, and they cannot be reinfected within 24 hours.
Druid Sanction. At any point, the Druid can use their Action to sanction a target that they touch. This cures the target of the Foundry Plague if they are infected with it, and also makes them immune to the plague until the druid revokes the sanction as a bonus action.
Herald of Plenty
When you join the Circle of the Flowing sap at 2nd level, you grow a mutation somewhere on your body. As an action, this mutation can be used to make a ranged spell attack against a creature of your choice within 30 ft. This attack force-feeds the targeted creature an amount of fatty food equal to 1d4 plus the Druid’s wisdom modifier. If the target eats any of this food, they must make a Constitution Saving throw against your Spell Save DC. A creature that succeeds the saving throw is immune to the disease for the next 24 hours. They are infected by the Swelling Plague on a failure.
You can use the following list of potential products a person can be infected to produce. These are just examples, but the substance must be able to escape the body, and be edible. You can choose from this list, roll randomly, or create your own. However, each Flowing Sap Druid can only produce one type of food.
d10 | Food (Pressure Type) |
---|---|
1 | Chocolate (Liquid) |
2 | Blueberry (Liquid) |
3 | Sap (Liquid) |
4 | Milk (Liquid) |
5 | Jello (Liquid) |
6 | Honey (Liquid) |
7 | Whipped Cream (Air) |
8 | Cotton Candy (Air) |
9 | Pop Rocks (Lighter than Air) |
10 | Savory Steam (Lighter than Air) |
Swollen Feast
Starting at 6th level, the Druid gains greater control over the Plague within other creatures. As a bonus action, the druid may target an infected creature who is at least over their stretched limit within 30ft. You cause some of the food being produced within them to convert into food within their stomachs. This effectively feeds them a number of d4’s of food equal to your wisdom modifier, and they lose an equal amount of pressure of the type your plague produces. You may use this ability an amount of times equal to your proficiency modifier, regaining these uses after a long rest.
Self Production
At 6th level, the Druid has become infected with their own disease, which they can freely pause or resume the Infection Rate of at will. Additionally, as long as the majority of their pressure is the same type as their plague, the druid does not suffer penalties from being stretched or taut.
Rampant Surge
At 10th level, the Druid has managed to make their infection more potent. Whenever they use their Herald of Plenty action and successfully infect a target, they may expend one use of their wild shape ability to immediately increase the target’s pressure equal to their pressure limit with their chosen food. The sudden surge in growth is very distracting for the target creature, forcing them to make another constitution saving throw against your spell save DC or be stunned until the end of your next turn.
Envoy of Expansion
At level 14, the Druid has become one with the disease. As a reaction whenever a creature gains pressure from your plague while above their second pressure limit, you can force them to make a roll against overtaxing. Bursting in this way does not reduce the creature to 0 hit points, but does still reduce them to 0 pressure. Instead, the target, along with all other creatures in a 20ft radius of the target, take an amount of 1d4s of force damage equal to your druid level and gain pressure equal to double the damage dealt in the form of your plague food. This forces each affected creature not already infected to roll against your infection.
Creatures that would normally suffer overtaxing automatically succeed unless you allow them to fail, if the increase in pressure was the result of your plague.
Additionally, your plague now counts as a magical disease, and cannot be cured as a regular disease.
Monk
Way of the Crashing Wave
For some, the dynamic, rhythmic cycles of the seas and oceans is the height of enlightenment. Monks of the way of the Crashing Wave learn to not just emulate the cycle of the ocean, but make it part of themselves. Through meditation and practice, water becomes their weapon, their protector, and their tool to bring balance to the world around them.
Wave Stance
Starting when you choose this tradition at 3rd level, you learn to manipulate water around you to enhance your martial arts. As a bonus action, you can spend 1 ki point to summon water around yourself. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take cold damage equal to two rolls of your Martial Arts die and bloat for five times the damage dealt.
For 10 minutes, these swirling tendrils of water move around you. This stance ends early if you are incapacitated or die.
While in wave stance, you gain the following benefits:
-
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
-
When you make an unarmed strike, your reach for it is 5 feet greater than normal, and creatures you strike, and yourself if you choose, bloat for double the damage dealt.
-
The unarmed strikes you make can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and you may choose whether the damage type is bludgeoning or cold.
-
When using Step of the Wind, you may move across the surface of water as though it were solid ground. At the end of your turn if you are still standing on water, you sink as normal.
Saturated Form
When you reach 6th level, your connection to water increases. You become stronger when you bloat in the same way you’ve been bloating your enemies. When you enter your Wave Stance, you may spend 1 additional ki point and bloat up to your stretched limit. You no longer suffer penalties for being over your first pressure limit. In addition, you gain the following benefits while in Wave Stance and at least stretched:
Sloshing Defense: You have resistance to bludgeoning and cold damage.
Flowing Form: You gain a swim speed equal to your move speed and can breath underwater.
Hydraulic Slam: When you successfully strike a creature with an unarmed strike, you may expend 1 ki point and forfeit any damage you would have dealt, and instead have them bloat for five times the damage you would have rolled. Additionally, if the creature is size large or smaller they must succeed on a strength saving throw or be moved up to 15ft in any direction of your choice, or knocked prone instead.
Rising Tide
Starting at 11th level, you’ve focused your control over the moving tides within you. You no longer suffer penalties for being over your taut limit. Additionally, you gain the following benefits:
Cleansing Renewal: By spending 1 minute touching a willing creature and spending 2 ki points, you bloat the creature equal to their Pressure Limit and grant them the benefit of a Lesser Restoration spell.
Crashing Blows: While using your Wave Stance, Once on each of your turns when you hit a target with an unarmed strike, you can deal extra damage to the target equal to your Martial Arts die.
Rising Tide: Whenever you cause a creature to bloat over one of their Pressure Limits, you may expend a reaction to regain 1 ki point and bloat equal to a roll of your martial arts die times five. You still cannot have more ki points than normally allowed by your level.
Ocean’s Fury
Starting at 17th level, you’ve become one with elemental water, allowing you to fully embody its power and make use of it in turn. You gain the following benefits:
Grand Vessel: While in Wave Stance, you do not suffer any penalties for being Waterlogged and do not experience overtaxing. If you are still Waterlogged when your Wave Stance ends, you may harmlessly expel liquid pressure to put you just under that third limit. While waterlogged, if you are struck by an attack, you may expend your reaction to gain resistance to all damage dealt by the attack and lose water pressure equal to twice the damage dealt by the attack.
Water Mastery: You have advantage to strike any creature that is at least over their stretched limit with a majority of liquid pressure.
Sorcerer
Zephyrtouched Sorcerous Origin
The magic of those touched by the elemental plane of Air is, if nothing else, dramatic. From the emergence of their powers to the peak of their abilities the Zephyrtouched are easily spotted for their unique approach to magic. From young sorcerers turning family members into balloons when they first discover their powers to the masters of their art swelling whole armies into spherical shapes, the Zephyrtouched sorcerer leaves their mark wherever they go. Usually floating rapidly away from them.
Wind Magic
You learn additional spells when you reach certain levels in this class, as shown on the Zephyrtouched Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Sorcerer Level | Spells |
---|---|
Level 1 | Aerokinetic Blast, Zephyr Strike |
Level 3 | Warding Wind, Airs of Rejection |
Level 5 | Aura of Deflation, Wind Wall |
Level 7 | Freedom of Movement, Summon Elemental (Air Only) |
Level 9 | Aerostasis, Sirocco’s Wailing |
Breeze Glide
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. You Inflate for 10 times the level of spell cast. Additionally, you do not suffer penalties for being over your stretched limit if the majority is lighter than air pressure.
Lifting Spell
At 6th level, you can spend 1 Sorcery Point to cause a spell that does damage to also inflate a one creature affected by the spell equal to double the damage dealt. Optionally, you may instead inflate yourself for double the damage dealt and the target for four times the damage dealt.
Aeromantic
At 6th level, you’ve adapted to the rushing air within you, gaining even more benefits.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
You no longer suffer fall damage from any height less than 100 feet. If you fall farther than 100ft, you may immediately inflate up to your second Pressure Limit as a reaction upon touching the ground, negating any fall damage you would have sustained. Once you’ve used this feature this way, you must take a long rest before you can use it again.
You do not suffer penalties for being over your taut limit if the majority is lighter than air pressure.
Aerial Ace
Starting 14th level, you have near complete control over the lighter than air inflation inside of you. As long as you have more lighter than air inflation than the rest of your body mass, you have a flying speed equal to your regular, unimpeded move speed. If the Floating Rule would give you a higher flying speed, you may use that speed instead, but with no limitation on how you can move with it.
Additionally, you may touch a willing creature as a bonus action and grant them the above effect for one turn, inflating them equal to your sorcerer level times four. They don’t fall until the end of your next turn if they would, and maintain the benefit if you use your bonus action to touch them again on subsequent turns.
Winds of the Air-touched
At 14th level, your magic has become even more powerful while you’re filled up with elemental air. Anytime you cast a spell granted by your Wind Magic against a target who has less inflation than you, they roll any saves at disadvantage, and you make any attack checks at advantage.
Zephyr Aura
At 18th level, you become master of the winds. As an action, you can create an aura of volatile air currents around yourself that extends 30ft and lasts for 1 minute. Any ranged attack made against a target, or by a creature within your aura automatically misses unless you allow the attack to proceed normally. Each time you prevent an attack this way, you inflate equal to five times the result of the attempted attack roll. You must decide if you allow an attack to go through before knowing the result of the attack roll. Once you use this ability, you must take a short rest before you can use it again.
Additionally, you no longer risk overtaxing while inflated unless you gain pressure that would cause you to become two size categories above your normal size, such as a medium creature becoming huge. This control also means you do not suffer penalties to spellcasting and attacks from the inflated Condition.
Warlock
Pact of the Bomb
Perhaps as a sort of joke, or perhaps your own body being unable to handle the power of your patron, you have made the pact of the bomb. Every day your body continues to expand, and when it grows too large you release it all as an explosion of power. Then you merely start growing all over again.
Filling the Charge
When you complete a long rest, select a form of inflation; Liquid, Air, or Lighter than Air. At the start of each hour, roll a number of d6s equal to your Warlock level. You grow equal to the result in pounds of your selected form of inflation. This amount of D6s of growth is considered your Charge.
If you are considered Stretched for any reason, you are considered Primed to detonate.
In combat your growth becomes Agitated. At the start of each of your turns, you grow for one half of your Charge.
Detonation
When you are Primed, you may use your Action to detonate yourself. You lose all inflation pressure, releasing it in a burst around you. The radius of this explosion starts at 5 feet, but increases by 5 feet for every 300 pounds of total pressure lost this way.
Each creature within range of your explosion must make a Constitution saving throw against your Spell DC or gain inflation pressure of your chosen type equal to your Charge. The explosion deals 1d6 points of magical bludgeoning damage for each of your Warlock levels, or half as much on a successful save.
At the end of each of your turns in combat, If you are at or above 2 times your Pressure Limit you must make a Constitution Saving throw against your Spell DC or Detonate automatically.
New Eldritch Invocations
Explosive Overdrive
Prerequisite: Pact of the Bomb
At the start of combat, if you are not considered Primed, you may trigger your Charge as a reaction and multiply the result by your charisma modifier. Additionally, you can trigger your Charge once every 10 minutes outside of combat.
Shaped Shelling
Prerequisite: Pact of the Bomb
Whenever you Detonate, you may use a cone instead that is twice the length of your burst radius.
Reactive Blowback
Prerequisite: Pact of the Bomb
Whenever a creature hits you with a melee attack while you are Primed, you can use your Reaction to lose 100lbs of inflation of your current Charge type and fling yourself 10ft in any direction to a free space.
Eldritch Circulation
Prerequisite: Pact of the Bomb
Whenever your Charge causes you to grow, you can have any creature adjacent to you who is willing or restrained suffer the effects instead. Additionally, if you are Primed, you can use your bonus action to restrain any creature grappled by you.
Eldritch Detonation
Prerequisite: Pact of the Bomb, 5th level
You gain additional control over your Detonation. You can choose to make your detonation deal your choice of Fire, Cold, Acid, Thunder, or Poison damage instead of the normal Bludgeoning damage.
Frenzied growth
Prerequisite: Pact of the Bomb, 5th level
Whenever your Charge causes growth, you can trigger it a second time.
Restrained Explosion
Prerequisite: Pact of the Bomb, 7th level
When you use your action to Detonate, you may control the release, losing only half of your accumulated pressure, but also only dealing half damage. This also affects the radius of the explosion.
Manifold Growth
Prerequisite: Pact of the Bomb, 7th level
When you select the form of inflation applied by your Charge at the end of your long rest, you instead may select two. Any time your Charge triggers, you can select which of those two forms of growth the total roll is applied as. At 12th level, you may choose all three forms of inflation instead.
Grand Detonation
Prerequisite: Pact of the Bomb, 11th level
If your current size category is larger than your base size category, increase the damage die from Detonation to d8’s. At 17th level, this can increase the damage to d10’s if you are two size categories larger than your base.
New Equipment
Armor
Light Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | Properties |
---|---|---|---|---|---|---|
Venting Suit | 70 gp | 12 + Dex modifier | — | — | 15 lb. | Venting |
Medium Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | Properties |
---|---|---|---|---|---|---|
Compression Harness | 425 gp | 14 + Dex modifier (maximum 2) | — | — | 20 lb. | Compressing |
Heavy Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | Properties |
---|---|---|---|---|---|---|
- | -gp | - | — | — | 1 | - |
New Armor Properties
Compressing. Armor with the Compressing trait allows the wearer to perform the Pressure Release action as a bonus action on their turn.
Venting. A character wearing armor with the Venting quality always counts as having assistance deflating themselves when they take a long rest.
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
This document adds a few extra damage types to the damage types already added in the ExpanD&D core document. The new damage types are Air, for weapons that Expand the target, Gas, for weapons that Inflate the target, and Liquid, for weapons that Bloat the target. Certain damage types have additional rules.
New Weapon Properties
New Weapon Descriptions
Adventuring Gear
Name | Cost | Weight | Effect |
---|---|---|---|
Item | -gp | 1 | Item Effects |
New Item Descriptions
PART III
Magic and Mischief
Class Spell Lists
All Spells
Cantrips (0 level)
- Bloat Swarm
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Steam Blast
- Vacuum Force
- Vileroot
- Whistling Draft
- Wind of Light
1st Level
- Absorb Expansion
- Aerokinetic Blast
- Aerokinetic Smite
- Bloating Snare
- Chasing Winds
- Depressurize
- Dry Pump
- Expansion Bolt
- Nourish
- Pump
- Steaming Hands
- Sundew Smite
- Tailwind
- Venomous Thornburst
- Whirlpool Armor
2nd Level
- Air Pocket
- Air Vortex
- Airs of Rejection
- Bloatvenom Arrow
- Drenching Mote
- Grass Blades
- Heat Beam
- High Levant
- Irrigate
- Juice Swell
- Kiss of Amaryllis
- Red Mist
- Stripping Rush
- Tears of Amaryllis
3rd Level
- Aura of Deflation
- Ballooning Weapon
- Bloating Munitions
- Inflating Gas Cloud
- Pressurized Smite
- Torrential Tribute
4th Level
- Aqueous Tentacles
- Airburst Smite
- Flowing Guard
- Soda Pop
- Weatherball
5th Level
- Aerostasis
- Airstrike
- Balloon Monster
- Clear Water
- Fruitul Hail
- Precipitous Cloud
- Sirocco's Wailing
6th Level
- Barrier of Winds
- Burst
- Circle of Bloat
- Cradle of Amaryllis
- Malicious Fulfillment
7th Level
- Crown of the Elements
- Magic Bellows
- Rising Storm
8th Level
- Explosive Harvest
- Overwhelming Deluge
9th Level
- Power Word Burst
Artificer Spells
Cantrips (0 level)
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Steam Blast
- Vacuum Force
1st Level
- Absorb Expansion
- Depressurize
- Nourish
- Tailwind
2nd Level
- High Levant
- Stripping Rush
- Tears of Amaryllis
3rd Level
- Bloating Munitions
4th Level
- Soda Pop
5th Level
- Aerostasis
Bard Spells
Cantrips (0 level)
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Vileroot
- Whistling Draft
- Depressurize
2nd Level
- Airs of Rejection
- Grass Blades
- Red Mist
- Stripping Rush
- Tears of Amaryllis
3rd Level
- Inflating Gas Cloud
5th Level
- Balloon Monster
7th Level
- Magic Bellows
9th Level
- Power Word Burst
Cleric Spells
Cantrips (0 level)
- Exhalation
- Rimewind
- Whistling Draft
- Wind of Light
- Depressurize
1st Level
- Depressurize
- Pump
2nd Level
- Drenching Mote
- Grass Blades
- Tears of Amaryllis
3rd Level
- Aura of Deflation
- Torrential Tribute
5th Level
- Clear Water
6th Level
- Barrier of Winds
- Malicious Fulfillment
Dark Knight Spells
1st Level
- Dry Pump
- Sundew Smite
2nd Level
- Airs of Rejection
- Kiss of Amarayllis
- Red Mist
- Stripping Rush
3rd Level
- Torrential Tribute
4th Level
- Soda Pop
Druid Spells
Cantrips (0 level)
- Bloat Swarm
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Vileroot
- Whistling Draft
1st Level
- Absorb Expansion
- Depressurize
- Nourish
- Air Vortex
2nd Level
- Drenching Mote
- Grass Blades
- Irrigate
- Juice Swell
- Tears of Amaryllis
3rd Level
- Aura of Deflation
- Bloating Munitions
- Torrential Tribute
5th Level
- Clear Water
- Fruitful Hail
- Sirocco's Wailing
7th Level
- Rising Storm
8th Level
- Explosive Harvest
- Overwhelming Deluge
Paladin Spells
1st Level
- Aerokinetic Smite
- Depressurize
- Sundew Smite
2nd Level
- Aura of Deflation
- Ballooning Weapon
3rd Level
- Aura of Deflation
- Ballooning Weapon
- Pressurized Smite
4th Level
- Aqueous Tentacles
6th Level
- Cradle Of Amaryllis
Ranger Spells
1st Level
- Absorb Expansion
- Bloating Snare
- Depressurize
- Nourish
- Venomous Thornburst
2nd Level
- Grass Blades
- Juice Swell
- Stripping Rush
- Tears of Amaryllis
3rd Level
- Bloating Munitions
5th Level
- Airstrike
Sorcerer Spells
Cantrips (0 level)
- Bloat Swarm
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Steam Blast
- Vacuum Force
- Whistling Draft
1st Level
- Absorb Expansion
- Aerokinetic Blast
- Chasing Winds
- Dry Pump
- Expansion Bolt
- Steaming Hands
- Tailwind
- Air Vortex
2nd Level
- Airs of Rejection
- Heat Beam
- High Levant
- Kiss of Amarayllis
3rd Level
- Bloating Munitions
- Inflating Gas Cloud
4th Level
- Flowing Guard
- Soda Pop
- Weatherball
5th Level
- Aerostasis
- Balloon Monster
- Precipitous Cloud
- Sirocco's Wailing
6th Level
- Burst
- Circle of Bloat
7th Level
- Crown of The Elements
- Rising Storm
9th Level
- Power Word Burst
Warlock Spells
Cantrips (0 level)
- Bloat Swarm
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Vacuum Force
- Vileroot
- Whistling Draft
1st Level
- Aerokinetic Blast
- Dry Pump
- Tailwind
- Whirlpool Armor
2nd Level
- Kiss of Amarayllis
4th Level
- Flowing Guard
- Soda Pop
- Weatherball
5th Level
- Aerostasis
- Balloon Monster
6th Level
- Circle of Bloat
7th Level
- Crown of The Elements
9th Level
- Power Word Burst
Wizard Spells
Cantrips (0 level)
- Bloat Venom Spray
- Dust Off
- Exhalation
- Pressure Wave
- Rimewind
- Steam Blast
- Vacuum Force
- Whistling Draft
1st Level
- Absorb Expansion
- Aerokinetic Blast
- Chasing Winds
- Dry Pump
- Steaming Hands
- Tailwind
2nd Level
- Air Pocket
- Air Vortex
- Airs of Rejection
- Bloatvenom Arrow
- Heat Beam
- High Levant
- Kiss of Amarayllis
- Stripping Rush
- Ballooning Weapon
3rd Level
- Ballooning Weapon
- Bloating Munitions
- Inflating Gas Cloud
4th Level
- Aqueous Tentacles
- Flowing Guard
- Soda Pop
- Weatherball
5th Level
- Aerostasis
- Airstrike
- Balloon Monster
- Precipitous Cloud
- Sirocco's Wailing
6th Level
- Burst
- Circle of Bloat
7th Level
- Crown of The Elements
- Magic Bellows
- Rising Storm
8th Level
- Explosive Harvest
9th Level
- Power Word Burst
Bloat Swarm
Conjuration cantrip
- Classes: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a living wasp)
- Duration: Instantaneous
You cause a cloud of Bloat Wasps or other stinging insects to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d4 poison damage, bloats for twice the damage dealt and must move 5 feet in any direction, if able. This movement doesn’t provoke opportunity attacks.
At Higher Levels. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bloat Venom Spray
Conjuration cantrip
- Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of bloating venom from your palm. The creature must succeed on a Constitution saving throw or bloat for 2d12 lbs.
At Higher Levels. This spell’s damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), and 17th level (8d12).
Dust Off
Conjuration cantrip
- Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
From your hands, a faint, yet firm breeze blows. Any object that you touch is immediately cleaned off any dust or grime, or dried of any liquids, that covered it. For this effect to apply, the object must be no larger than 10 cubic ft. Additionally, the breeze can exert enough force to push or pull any object weighing less than your spellcasting score up to 10 ft. in any direction.
Exhalation
Conjuration Cantrip
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous
You exhale a burst of magical energy, swelling a target in range with air. The target must succeed on a Constitution saving throw or Expand for 2d10.
At Higher Levels. The spell's effect increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10)
Pressure Wave
Evocation Cantrip
- Classes: Artificer Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S
- Duration: Instantaneous
You create a burst of high pressure air and powerful shock waves, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d4 thunder damage, and inflates for four times the damage taken.
At Higher Levels. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rimewind
Evocation cantrip
- Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S
- Duration: Instantaneous
You summon an uncanny, pale gust of air around you. All creatures within 5 feet of you must make a Dexterity saving throw or take 1d8 cold damage and inflate by double the damage dealt.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Steam Blast
Evocation Cantrip
- Classes: Artificer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S
- Duration: Instantaneous
You hurl a burst of steam at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage and inflates for double the damage taken.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Vacuum Force
Evocation cantrip
- Classes: Artificer, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V
- Duration: Instantaneous
You create a vacuum that pulls at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or take 1d6 thunder damage and expand for twice the damage dealt.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Vileroot
Transmutation cantrip
- Classes: Bard, Druid, Warlock.
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous
From the ground, in a point that you can see within range, three thorned stakes surge from the ground. The targe creature must pass a Dexterity saving throw or take 1d4 piercing and 1d4 poison damage, bloating with juice of a fruit of your choosing by an amount equal to four times the total damage dealt.
At Higher Levels. All the damage dealt by this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Whistling Draft
Conjuration cantrip
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: Self (30ft line)
- Components: V, S
- Duration: Instantaneous
You conjure a sudden, agile wind that rushes forth, producing an intense whistling noise. All creatures in range must make a Wisdom saving throw or take 1d4 psychic damage, become deafened until the start of your next turn, and inflate by an amount equal to four times the damage dealt.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Wind of Light
Evocation cantrip
- Classes: Cleric
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The air takes on a radiant glow around a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage and inflate for double the damage taken. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Absorb Expansion
1st-level abjuration
- Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when you take pressure from a hostile creature
- Range: Self
- Components: S
- Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering pressure type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 2d8lbs of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra expansion increases by 2d8 for each slot level above 1st.
Aerokinetic Blast
1st-level conjuration
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 120 ft.
- Components: V, S, M (a bottle of air)
- Duration: Instantaneous
You conjure three bursts of elemental air, which seek out targets to swell with their pressure. You can target each of the bursts at one target or several. Make a ranged spell attack for each burst. On a hit, the target expands for 3d6.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional burst for each slot level above 1st.
Aerokinetic Smite
1st-level evocation
- Classes: Paladin
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with a boom of high pressure air that is audible within 300 feet of you, and the attack deals an extra 2d10lbs of inflation to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Bloating Snare
1st-level conjuration
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target bloats by 2d8lbs at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the bloating increases by 2d8 for each slot level above 1st.
Chasing Winds
1st Level Evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action.
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous.
Summon three swirling wisps. Each wisp hits a creature of your choice that you can see within range. A wisp deals 1d4 + 1 thunder damage to its target. The wisps all strike simultaneously, and you can direct them to hit one creature or several. All creatures struck by the wisps inflate by four times the damage dealt. Any effect that would protect against magic missile also protects against this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more wisp for each slot level above 1st.
Depressurize
1st-level evocation
- Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch deflates, compresses, or juices equal to twice the result of 2d10lbs + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of lbs increases by 2d10 for each slot level above 1st.
Dry Pump
1st Level Necromancy
- Classes: Dark Knight, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: 30 ft.
- Components: V, S.
- Duration: Instantaneous
Point towards one creature within range that you can see. You begin to drain humidity from that creature. The target must pass a Constitution save or take 3d6 necrotic damage and lose double the amount of fat or muscle, while you bloat with liquids by an amount equal to five times the amount drained. If the target had temporary health, and this spell reduced it to 0, the spell deals an extra 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Expansion Bolt
1st-level evocation
- Classes: Sorcerer
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic expansive energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target inflates, bloats, or expands for 2d12 + 1d6lbs. Choose one of the d12s. The number rolled on that die determines the attack's damage type, as shown below.
- 1-4 Inflate
- 5-8 Expand
- 9-12 Bloat
If you roll the same number on both d12s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d10 extra expansion of the type rolled for each slot level above 1st.
Nourish
1st Level Transmutation
- Classes: Artificer, Druid, Ranger.
- Casting Time: 1 action
- Range: Touch.
- Components: V, S, M (Any fruit.)
- Duration: Instantaneous
Touch a fruit. The fruit you touched becomes four pieces of 1 lb fatty food which heals for 2hp and bloats for 10 lbs when consumed. Fruit created this way disappears after one day.
Pump
1st-level evocation
- Classes: Cleric
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target inflates, expands, or bloats by 5d12lbs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of lbs increases by 2d12 for each slot level above 1st.
Steaming Hands
1st-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
As you hold out your hands, a narrow wave of steam shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one, and inflate for twice the damage taken.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Sundew Smite
1st Level Abjuration
- Classes: Dark Knight, Paladin.
- Casting Time: 1 bonus action.
- Range: Self.
- Components: V
- Duration: Concentration, up to 1 minute.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon oozes a sticky fluid, and the attack deals an extra 1d6 acid damage to the target and causes the target to bloat with juice by four times the acid damage dealt by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Tailwind
1st Level Conjuration
- Classes: Artificer, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch.
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a powerful gust of wind that blows on you from behind. Until the spell ends, you have an extra 10ft of movement. You may also cross empty horizontal spaces without falling, but will still fall when you end your movement. At the end of each of your turns, Inflate for twice the distance travelled in feet. Also, if you are floating you gain an additional 10ft of movement.
Venomous Thornburst
1st-level conjuration
- Classes: Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature bloats by 1d12lbs on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the bloating increases by 1d12 for each slot level above 1st (to a maximum of 6d12).
Whirlpool Armor
1st-level abjuration
- Classes: Warlock
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a cup of water)
- Duration: 1 hour
A protective magical force surrounds you, manifesting as a swirl of water that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature bloats for 10lbs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the bloating increase by 5 and 10 respectively for each slot level above 1st.
Air Pocket
2nd-level conjuration (ritual)
- Classes: Wizard
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
You cause one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 10 pounds, is transported to an extradimensional space, where it remains for the duration. You expand for 10 times the weight of the object, and cannot be compressed below this amount for the duration of the spell. When the spell ends, compress for 10 times the weight of the object. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Air Vortex
2nd-level conjuration
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a vortex of swirling winds appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the vortex must make a Strength saving throw. On a failed save, the creature expands by 2d10lbs and is pushed 10 feet away. On a successful save, the creature expands by half as much and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the vortex moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the expansion increases by 2d10 for each slot level above 2nd.
Airs of Rejection
2nd Level Conjuration
- Classes: Bard, Dark Knight, Sorcerer, Wizard.
- Casting Time: 1 reaction, that you take when a target in range would take damage from a ranged weapon or spell attack.
- Range: 30 ft.
- Components: V, S
- Duration: Instantaneous.
You conjure a sudden gust that pushes any ranged attack made against a creature in range away from them that would have hit and force the attacker to roll again, possibly causing it to miss. The protected creature inflates by an amount equal to twice the original attack roll.
Bloatvenom Arrow
2nd-level evocation
- Classes: Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (powdered rhubarb leaf and a bloat wasp’s poison gland)
- Duration: Instantaneous
A shimmering blue arrow streaks toward a target within range and bursts in a spray of venom. Make a ranged spell attack against the target. On a hit, the target bloats by 4d6lbs immediately and 2d6lbs at the end of its next turn. On a miss, the arrow splashes the target with venom for half as much of the initial bloating and no bloating at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bloat (both initial and later) increases by 1d6 for each slot level above 2nd.
Drenching Mote
2nd Level Evocation
- Classes: Cleric, Druid.
- Casting Time: 1 action.
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous.
Produce and eject a powerful gout of highly pressurized water towards a single creature in range. Make a ranged spell attack against them. On a hit, they take 3d6 bludgeoning damage, any fire damage dealt by or to them is halved for 1 minute or until the water dries out through other means, and they bloat with water by an amount equal to four times the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an extra 1d6 damage for each slot level above 2nd.
Grass Blades
2nd Level Transmutation
- Classes: Bard, Cleric, Druid, Ranger.
- Casting Time: 1 bonus action.
- Range: 60 ft.
- Components: V, S, M (A blade of grass or a leaf.)
- Duration: 1 minute.
You transform a leaf or grass blade into a proper weapon. The weapon can take the form of any weapon that deals slashing or piercing damage. When attacking with your grass blades, you are proficient with those weapons, and you use your spell attack modifier in place of your strength or dexterity.
Hits made with these weapons deal 2d8 magical damage of the corresponding type, plus your spellcasting modifier. Whenever you hit a creature with these weapons, both the target and you bloat with juice of a fruit of your choosing by an amount equal to three times the damage dealt.
If you let go, or otherwise drop the weapon, it reverts back to its original state.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapons deal an extra 1d8 damage for each slot level above 2nd.
Heat Beam
2nd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create three beams of superheated air and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each beam. On a hit, the target takes 2d4 fire damage and inflates for five times the damage taken..
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional beam for each slot level above 2nd.
High Levant
2nd-level transmutation
- Classes: Artificer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
- Duration: Concentration, up to 10 minutes
One creature of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The target creature inflates by 10lbs per turn. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Irrigate
2nd Level Transmutation
- Classes: Druid.
- Casting Time: 1 bonus action.
- Range: Self.
- Components: V, S
- Duration: Concentration, up to 1 minute.
You convert your legs into a set of sturdy roots that dig themselves into the ground and begin to absorb nutrients. For the duration of this spell, you are considered to be grappled. At the start of each of your turns, you regain 1d6 + your spellcasting modifier HP, and bloat with juice of any fruit of your choosing by an amount equal to three times the HP regained.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you regain an extra 1d6 HP for each slot level above 2nd
Juice Swell
2nd level Transmutation
- Classes: Druid, Ranger
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a blueberry)
- Duration: 1 minute
A creature affected by this spell must make a Constitution saving throw as they begin filling with fruit juice. On a success, the spell ends. On a failure, the creature swells with 6d6 pounds of juice and is considered restrained if they are medium or smaller, as the liquid violently sloshes around inside them. At the start of each of the creature’s turns, it must repeat this save or swell with another 6d6 pounds of juice. This spell has no effect on creatures immune to inflation.
Kiss of Amarayllis
2nd Level Necromancy
- ClassesL Dark Knight, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action
- Range: Touch.
- Components: S.
- Duration: Concentration, up to 1 minute
You deliver a venomous kiss to a creature in range. The target must make a Constitution saving throw or take 2d10 poison damage, and lose one elemental resistance of your choice for 1 minute. If the target had any elemental immunities, they become elemental resistances instead. This effect does not apply if the target creature has traits that interact with its resistances or immunitites.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. When you use a spell slot of 7th level or higher, it nullifies the effects of any traits of the target's that interact with their resistances or immunities.
Red Mist
2nd Level Illusion
- Classes: Bard, Dark Knight.
- Casting Time: 1 action.
- Range: 60 ft.
- Components: V, S
- Duration: Concentration, up to 1 minute.
Call upon the madness of the Sirocco and bring down an uncanny opaque crimson fog upon a 20x20 ft cube. If a creature attempts to exit the mist, they must pass an Intelligence saving throw, being forced to turn back around and back into the mist on a failed save. Ranged attacks cannot pass into or out of the mist. All creatures within the mist inflate by 4d8 lbs at the end of their turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area over which the red mist spreads increases by 5 ft. in every direction for each slot level above 2nd.
Stripping Rush
2nd Level Abjuration
- Classes: Artificer, Bard, Dark Knight, Ranger, Wizard.
- Casting Time: 1 bonus action
- Range: Self.
- Components: V, S
- Duration: Instantaneous.
A violent rush of wind flows past you. You can move to any space within 20ft. of you without incurring attacks of opportunity and move through creature’s spaces, provided that it’s in a straight line. Any creatures whose space you pass through must make a Dexterity save or expand with 10d10 lbs, or half as much on a success. You expand for double the amount rolled.
Tears of Amaryllis
2nd Level Transmutation
- Classes: Artificer, Bard, Cleric, Druid, Ranger.
- Casting Time: 1 bonus action
- Range: Touch.
- Components: V, S, M (A fully bloomed flower that the spell consumes)
- Duration: 4 hours.
You draw out the life of a fully bloomed flower you are currently holding. You can eat said flower or feed it to any creature in range. They regain 2d4 + your spellcasting modifier HP. Additionally, any HP they would not recover due to reaching Max HP becomes temporary HP. The target bloats with juice of any fruit of your choosing by an amount equal to the HP regained.
Aura of Deflation
3rd Level Evocation
- Classes: Cleric, Druid, Paladin
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
Soothing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to deflate, compress, or drain by twice the result of 2d8lbs.
Ballooning Weapon
3rd Level Transmutation
- Classes: Paladin, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following pressure types: bloat, inflate, or expand. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 2d6 lbs of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra pressure increases to 4d6lbs. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra expansion increases to 6d6.
Bloating Munitions
3rd Level Transmutation
- Classes: Druid, Ranger, Sorcerer, Wizard, Artificer
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a quiver or pouch containing ammunition. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target also bloats by 2d8lbs. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the container.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Inflating Gas Cloud
3rd Level Conjuration
- Classes: Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a handful of dandelion seeds)
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of green, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature inflates by 5d12lbs. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Pressurized Smite
3rd Level Evocation
- Classes: Paladin
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Torrents of air swirl and coalesce around your weapon. The next time you hit a creature with a melee weapon attack during this spell’s duration the attack deals an extra 3d8 thunder damage. Additionally, the target must succeed on a Constitution saving throw or expand by 3d12lbs at the start of each of their turns until the spell ends.
Torrential Tribute
3rd Level Evocation
- Classes: Cleric, Dark Knight, Druid.
- Casting Time: 1 action.
- Range: Self (60 ft. line)
- Components: V, S, M (1 dram of water)
- Duration: Instantaneous.
You send a crashing rush of water in a straight line in any direction. The line is 5 ft. wide and 15 ft. tall. All creatures in range must make a dexterity save or take 4d6 bludgeoning damage and be pushed back 15 ft. The targets only take half damage on a successful save. In either case, creatures struck by this spell bloat with water by four times the damage taken
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an extra 1d6 damage for each slot level above 2nd.
Aqueous Tentacles
4th Level Conjuration
- Classes: Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
- Duration: Concentration, up to 1 minute
Opaque, watery tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or bloat by 3d12lbs and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles bloats by 3d6lbs. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Airburst Smite
4th Level Evocation
- Classes: Paladin.
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces with a powerful blast of air, and the attack deals an extra 5d8lbs of inflation to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions until the end of its next turn.
Flowing Guard
4th Level Conjuration
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
You conjure a whirlwind of water around a willing target, capable of deflecting ranged attacks and spells, and impeding melee attacks. For the duration of the spell, the target is considered to have ¾ cover against ranged attacks, and any melee attacks are made at a disadvantage. Additionally, the target gains resistance to Fire damage. At the end of each of your turns, the target bloats with 10d6
Soda Pop
4th Level Evocation
- Classes: Artificer, Dark Knight, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action.
- Range: 200 ft.
- Components: V, S
- Duration: Instantaneous.
You focus your attention on a point within range. A faint hissing sound begins to emanate from the target spot, before violently detonating on a 10 ft. radius. All targets in range must make a Constitution save or take 5d12 thunder damage, inflating and bloating each by an amount equal to double the damage dealt. On a succesful save, the target only takes half damage and bloats by half as much as the damage dealt. The blast spreads around corners and the ground in that area becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell deals an extra 1d8 damage for each slot level above 4th.
Weatherball
4th Level Evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 150 ft.
- Components: V, S
- Duration: Instantaneous.
The forces of the weather are coalesced in your hands, before being projected to a point in range that you can see. All creatures in a 10 ft. radius of the weatherball's blast must make a Dexterity save. On a failed save, they take 8d6 damage of the corresponding element.
Weather | Element |
---|---|
Rain | Lightning |
Thunderstorm | Lightning |
Overcast | Fire |
Fog | Cold |
Sunny | Fire |
Torrential rain | Lightning |
Draught | Fire |
Strong winds | Cold |
Hail | Cold |
Unnatural/Unknown | Force |
Additionally, the targets that fail the save bloat with water by an amount equal to four times the damage dealt. On a successful save, the targets only takes half the damage and don't suffer any bloat.
Aerostasis
5th Level Conjuration
- Classes: Artificer, Sorcerer, Warlock, Wizard.
- Casting Time: 1 action.
- Range: 30 ft.
- Components: V, S
- Duration: Concentration, up to 1 minute.
You send a constant rush of air into the body of a creature within range. The creature makes a Constitution saving throw, and inflates by 10d12, or half as much with a successful save. At the start of each of your turns, the target makes another Constitution saving throw and inflates by 5d12, or half as much on a success.
Airstrike
5th Level Conjuration
- Classes: Ranger, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target inflates by 8d12lbs. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Balloon Monster
5th Level Transmutation
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
Your magic temporarily expands a creature until they are ballooned. The target must make a Constitution saving throw or be inflicted with the Overblown condition. Creatures without pressure limits instead expand by 100d100 pounds temporarily until the spell ends. Clothing and armor worn by the creature stretches to fit its new size until the spell ends as well, and creatures cannot suffer overtaxing while under the effect of this spell.
At Higher Levels. When casting this spell using a spell slot of 6th level or higher, you may target one additional creature per slot level above 5th. The creatures must be within 30 feet of each other.
Clear Water
5th Level Divination
- Classes: Cleric, Druid.
- Casting Time: 10 minutes
- Range: Touch.
- Components: V, S, M (A water surface where the caster can be reflected in.)
- Duration: Up to 1 hour.
You make three taps on any water surface. The water will acquire a faint palidity, and will start shedding dim light on a 5 ft. radius. For the duration of the spell, you can ask three questions, all of which will be replied with an image appearing in the water. After every question, the DM will roll a 1d100, and follow the table presented below.
Clarity of the images
1d20 | Image |
---|---|
1-20 | Opposing visual |
21-40 | Unrelated image |
41-60 | Symbolic image |
61-80 | Direct relation |
81-100 | Exact image |
Opposing Visual: An image that is a direct contradiction to the answer to the spellcaster's question appears.
Unrelated Image: An image that is completely unrelated to the spellcaster's question appears.
Symbolic Image: An image that is metaphorically related to the answer to the spellcaster's question appears.
Direct Relation: An image that is a partial, or otherwise incomplete, answer to the spellcaster's question appears.
Exact Image: An image that is a direct and clear answer to the spellcaster's question appears.
Whenever you ask a question, you bloat with water by 2d100lbs.
Fruitful Hail
5th Level Transmutation
- Classes: Druid.
- Casting Time: 1 action.
- Range: 150 ft.
- Components: V, S, M (A fruit, which is consumed by the spell.)
- Duration: Concentration, up to 1 minute.
A hail of over ripe fruit pounds to the ground in a 20 ft radius, 40 ft high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage and bloats for 5 times the damage dealt on a failed save, or half as much on a successful one. This save and damage happens again on each turn a creature starts in or enters the area of effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell deals an extra 1d8 of damage for each slot above 4th.
Precipitous Cloud
5th Level Conjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of dense, light blue fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature bloats by 8d10lbs on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the terrain, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bloating increases by 2d10lbs for each slot level above 5th.
Sirocco's Wailing
5th Level Illusion
- Classes: Druid, Sorcerer, Wizard.
- Casting Time: 1 action
- Range: Self (60 ft. cone)
- Components: V, S
- Duration: Instantaneous.
You call upon the madness of the sirocco to send a gust of wind on any number of targets in range. The whistling as the air passes them becomes wailing. All targets must make an Intelligence save or take 4d12 Psychic damage, inflating by an amount equal to five times the damage dealt and becoming frightened. On a successful save, the targets only take half damage and inflate by half the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an extra 1d12 damage for each slot level above 5th.
Barrier of Winds
6th Level Evocation
- Classes: Cleric
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S.
- Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling winds imbued with magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature inflates by 12d10lbs. On a successful save, the creature takes half as much damage.
Burst
6th Level Transmutation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lodestone and a pinch of dust)
- Duration: Instantaneous
A thin white ray springs from your pointing finger to a creature that you can see within range. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target inflates 24d12 + 160lbs. If the targets becomes overtaxed as a result of this pressure, they burst without making the save for overtaxing.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the inflation increases by 3d12 for each slot level above 6th.
Circle of Bloat
6th Level Evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M.
- Duration: Instantaneous
A sphere of heavy, bloating energy ripples out in a 60 foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target bloats by 8d12lbs on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bloating increases by 2d12 for each slot level above 6th.
Cradle Of Amaryllis
6th Level Necromancy
- Classes: Druid.
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A healthy flower, which the spell consumes.)
- Duration: Instantaneous.
You embrace a creature in range between your arms. The target must make a Strength save or take 3d8 poison damage, and they are paralyzed for three turns. On a success, they take half damage and are not paralyzed. They bloat with the juice of any fruit of your choosing by an amount equal to four times the damage dealt, continuing to bloat by an amount equal to double any damage they take as long as they remain paralyzed. At the end of each of their turns, they can attempt the save again, ending the paralysis on a success.
Malicious Fulfillment
6th Level Necromancy
- Classes: Cleric
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it bloats for 14d12lbs, or half as much damage on a successful save. The damage doesn’t trigger saving throws for bursting. If the target fails the saving throw, its Pressure Limit is reduced for 1 hour by an amount equal to the amount it bloated. A short rest or any effect that removes a disease allows a creature’s Pressure Limit to return to normal immediately.
Crown of The Elements
7th Level Evocation
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: 1 hour
Seven star-like motes of elemental light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, you cause the target to inflate, bloat, or expand by 8d12lbs. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30—foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Magic Bellows
7th Level Evocation
- Classes: Bard, Wizard
- Casting Time: 1 Bonus Action
- Range: 60 feet
- Components: V, S, M (a miniature bellows with platinum handles, worth 250 gp)
- Duration: Concentration, up to 1 minute
You create magical bellows that hover within range. It lasts for the duration.
When the bellows appear, you make a melee spell attack against a target of your choice within 5 feet of the bellows. On a hit. the target expands by 10d12lbs. Until the spell ends, you can use a bonus action on each of your turns to move the bellows up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Rising Storm
7th Level Evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 300 feet
- Components: V, M (a vial of rain)
- Duration: Concentration, up to 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature inflates by 10d12lbs on a failed save, or half as much on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Explosive Harvest
8th Level Evocation
- Classes: Druid, Wizard.
- Casting Time: 1 action.
- Range: 120 ft.
- Components: V, S
- Duration: Instantaneous.
You force each creature in a 30 foot cube to make a constitution save. On a failure, their bodies rupture, forcing out any liquid, air, or lighter than air pressure they have and reducing them to zero inflation. Each creature then takes 2d12 force damage plus another 1d12 for each 100 pounds of inflation removed from them this way.
Overwhelming Deluge
8th Level Conjuration
- Classes: Druid
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature bloats by 12d10lbs, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or bloat by 10d10lbs. A creature can take this bloating only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the bloating creatures take from the spell on subsequent rounds is reduced by 2d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Power Word Burst
9th Level Enchantment
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to burst instantly. If the creature you chose is taut, it bursts. Otherwise, the spell has no effect. \pagebreakNum
PART IV
Engineering Expansions
New Magic Items
In this section are contained new Magic Items for use in this system.
Bellows of Hephaestus
Wondrous Item, Uncommon
This item is a pair of ornamented and elaborate hand bellows that can be used to rapidly inflate a target.
the bellows' wielder can use an action to Expand themselves or a willing creature by the result of a strength ability check multiplied by 4. if the targeted creature is of a size larger or smaller than medium, divide the pounds of air by 2 per size category below medium, and multiply inflated pounds by 4 per size category above medium. If a user wants to inflate an unwilling creature an opposed dexterity check must be made to see if the user can get the nozzle of the bellows into the creatures mouth
PART V
Dangerous Balloons
Art Credit:
All art used is presented with the permission of the Artist and/or Commissioner
- Make ye Sail the Skies by 0pik-0ort
https://www.deviantart.com/0pik-0ort/art/Make-ye-Sail-the-Skies-484916379
- All for One - Part 1 by SpiralingStaircase
https://www.deviantart.com/spiralingstaircase/art/All-For-One-Part-1-124150252
- Pick, Don't Eat 2/3 by 0pik-0ort
deviantart.com/0pik-0ort/art/Pick-Don-t-Eat-2-3-319391536
- Kiss of Puf again by PrinceMatchaCakes
https://www.deviantart.com/princespookycakes/art/Kiss-of-puf-again-816983498
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.
PifPafPuff, Ranzer, GusOmega, DisasterStarter, Deator, Banjo