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# Dungeons and Dinners Rules This is a PDF the outlines all the hombrew rules for the Dungeons and Dinners DnD 5e game DM'd by Doctor Pandemia#6195 on Discord. On top of the primary Vore mechanism, this enumerates a few other rules such as Mana Casting in place of Slot Casting and Gem Weapons. ## Devour When a Pred takes the **Devour** action, they make a Strength(Athletics) check on a target that is under any one of the following conditions: - Grappled by them - Charmed by them - Restrained - Incapacitated - Paralyzed This is contested by the prey's Strength(Athletics) or Dexterity(Acrobatics) check (their choice). After making one successful Devour check, the pred mark a success and both creatures involved become Restrained. On the pred's turns, they may use their action to make another Devour check, Marking a success if they win the contest and a fail if they lose. On the prey's turn, as long as they are only partially swallowed their only action is to make a struggle attempt, being their Athletics or Acrobatic contested by the pred's Athletics. If the prey wins, the pred marks a devour fail, otherwise, nothing happens. ## Regurgitate As an action, a pred may choose to regurgitate 1 creature from their stomach. The creature lands prone on a tile adjacent to them. ## Digestion The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside of the pred. Each hour a prey spends in the belly of a pred, they suffer the pred's Digestion Damage ***Digestion Damage*** = Pred lvl(or CR) + Pred's CON mod While in battle, at the beginning of each of the pred's turns, they deal 1d4+CON digestion damage to their prey. If a prey's HP is reduced to 0 by any means while in a pred's belly, they die and their body is considered destroyed. When a prey is fully digested, the pred regains HP equal to 1d4-1 per capacity point that prey took up in the pred's belly. \columnbreak ## Digestion Counters A Stomach is only so powerful and can only do so much at once. A pred has a number of digestion counters equal to their proficency mod as a base. Each time Digestion Damage is dealt, the pred deals the resulting damage to a number of prey in their stomach equal to their number of Digestion Counters. Preds may distribute their digestion counters as they please amoung bellied prey, even placing multiple on one particular snack. ## Elemental Stomach At the DM's Discretion, player's may change the type of their digestion damage to better suit their creature. An Ice felcrune for example may deal Frost digestion damage instead of acid. ## Capacity A creature's capacity depends on its size. Certain creatures may have special traits that allow them to defy these rules, and certain spells and features may affect capacity. A creature's capacity reflects on how much it can carry and a creature's capacity points reflects on how many points it counts as when devoured by another creature. Unless their standard capacity is naturally above 16, a creature cannot exceed 16 normal capacity using additional effects like feats, class features, or spells. A creature's **Maximum Capacity** is equal to twice its Normal Capacity. At 10th level, you gain +2 normal capacity, which extends to effectively mean +4 to Maximum Capacity At 20th level, these bonuses increase to +4 normal capacity and +8 maximum capacity. These two are the only means by which you can exceed the 16 normal capacity. To calculate how full you are, add up the capacity points of every creature currently in a your stomach, and compare it to your own capacity. #### Capacity by Size | Size | Capacity | |:-:|:-:| |Smaller than Tiny |1/2| |Tiny |1| |Small |2| |Medium |4| |Large |8| |Huge |16| |Gargantuan |32| |Larger than Gargantuan |64| \pagebreak ## An Encumbering Appetite When over normal capacity, a creature's speed is reduced by half, and flying speeds provided by natural means such as racial wings becomes 0. Flight speed provided my magical means such as Fly are unaffected. When over Max capacity, a creatures have Disadvtanage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws. Creatures over Max capacity also take 1d10 bludgeoning damage per point over Maximum at the start of their turn, and must succeed in a DC; 10 Constitution saving throw or take one level of exhaustion Races with the Large Frame trait do not have their speed halved when over capacity. ## Food for Thought Regular food takes up belly space just like prey do. A standard meal for a normal sized human equates to a size 2 prey with 2d20 HP. Use this to extrapolate if your race is bigger or smaller than a normal human. Digesting regular food is just like digesting prey. ## Unique Physiology. If your character has a unique phsiology to them, such as a tauren build or bovine biology, discuss such with your DM. This may yeild some unexpected benefits. ## Benefits to a Healthy Diet Eating a foe isn't just a great way to clear a battlefield or a dungeon. It's also a handy snack! When you finish digesting a creature (or multiple creatures), your physical needs for food are put on pause for a time. Your days without eating are reset to 0, and do not begin to accumulate until a number of extra days. The amount of extra days you recieve depends on your capacity as well as the amount you ate. |Meal Size| Extra Days| |:-:|:-:| Below 1/2| 1| 1/2 Capacity| 3| Capacity| 7| Above Capacity| 14| Maximum Capacity (And Above)| 30| To calculate your meal size, add up the Capacity points of every creature digested in a single day, and compare it to your own Capacity. Ingesting new meals before your extra days are used up does not add extra days. If the new meal would give you more extra days than you currently have remaining, take the new result. Otherwise, the new meal does nothing besides go straight to your hips. \columnbreak ## Escape Chances are, prey don't like being inside a pred's belly. Every other hour a prey spends inside the belly of a pred, they may make an Athletics check agaisnt the pred's Stomach DC, which is calculated as 12 + Pred's CON mod + Pred's prof. mod. This DC is reduced by 3 if the pred is over normal capacity. On a success, the pred suffers 1 level of exhaustion and has their Digestion Damage halved for the next hour after all other modifiers are applied. Exhaustion gained in this way can only be removed if the prey that caused it is removed from the stomach, either by digestion or disgorging. If their are only NPC prey in the pred's belly, then the largest prey, the pred's choice if there are multiple, is considered the one that inflicted the exhuastion > ##### Variant Rules: Weight Gain >If you're interested in characters gaining/losing weight, here are a couple of options: |Meal Size| Weight Gained| |:-:|:-:| Below 1/2| 10%| 1/2 Capacity| 33%| Capacity| 50%| Above Capacity| 75%| Maximum Capacity (And Above)| 100%| The % increase is based on the creature's "Normal" weight, before any meals or extra weight are calculated.
The weight gained from a meal disappears steadily, vanishing at a rate of 20 lbs per day until the creature returns to normal weight.
>This ruleset assumes that as a predator's Capacity increases, so does their metabolism. If you want to assume that metabolism stays the same, try estimating the weight of each prey, then add half of each prey's weight to the predator's weight after digestion. This weight builds up much faster for large meals, so watch out! ## Gut Casting A pred that has a spell casting ability can cast spells on prey in their belly as perscribed by the spells effects, with a few conditions. - The spell must require an attack roll and damage roll (Though spells cast in this way always hit) - The spell must be able to target a singular creature and not an area - Spells cast in this way cannot be up-casted. \pagebreak ## Throwing your Weight Around Such large, full bellies could potentially be put to use. Pred's have two natural weapons involving there prodigious stomachs and can use them quite well in battle. ### BELLY BASH *melee weapon (Martial,Natural weapon)* **Damage:** variable **Damage Type:** Bludgeoning **Rarity:** Standard **Properties:** Momentum, Variable Damage, Shove ### BELLY FLOP *melee weapon (Martial,Natural weapon)* **Damage:** variable **Damage Type:** Bludgeoning **Rarity:** Standard **Properties:** Velocity, Variable Damage, Prone, Pin, Internal, Recoil, Full Force \columnbreak ### Weapon Properties #### Variable Damage The resulting damage dice of this attack scales to the fullness of the pred's belly as a fraction of Max Capacity | Fullness | Damage Dice | |:-:|:-:| |Empty |1| |1/4 Max capacity|1d4| |1/2 Max capacity|1d6| |3/4 Max capacity|1d8| |Max Capacity|1d10| |Over Max Capacity|1d12| #### Momentum You need a 10 foot running start to use this weapon #### Velocity You must have fallen at least 10 feet to use this weapon, and Damage increases by 1d4 for every 10 feet fallen, to a maximum of 10d4 additional damage. #### Shove You may make a shove attempt in place of damage if you hit with this attack. Instead of making an damage roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. #### Prone Using this attack leaves you Prone even if you miss. #### Full Force Attacking with this weapon requies all your attack actions, regardless of how many you have. #### Internal Attacking with this weapon deals 1d6 + STR to each prey in your belly. One 1d6 is rolled and the result is applied to each prey #### Recoil On a hit, you suffer 1/4 of the damage dealt as recoil damage \pagebreak ## Subclasses ### Fighter, Gastro Warrior Your martial training and your love of a good filling feast have brought about the idea of combining the two into the ultimate fighting-feasting machine! #### Student of Gastronomy At 3rd level, you gain proficiency in Cook's Utensils #### Gastro-Combat When you choose this archetype at 3rd level, you learn maneuvers that are fueled by Gastro Points. **Gastro Technics.** You learn three gastro techniques of your choice, which are detailed under “Gastro techniques” below. Many gastro techniques enhance an attack in some way. You can use only one gastro technique per attack. You learn two additional gastro technique of your choice at 7th, 10th, and 15th level. Each time you learn new gastro techniques, you can also replace one gastro technique you know with a different one. **Gastro Points** You gain Gastro Points equal to half the capacity points of creatures in your stomach at the start of your turn. Your gastro points reset to 4 each time you take a short or long rest. You may store gastro points up to double your capacity **Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength modifier ##### Gastro Techniques The gastro techniques are presented in no particular order. **Devouring Grasp.** When you successfully grapple a creature, you may spend 4 gastro points to immediately make a devour check against that creature **Emetic Strike** When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they must regurgitate a creature. **Flavoring Strike** When you hit with a weapon attack, you may spend 4 gastro points to mark the target. The next Strength(Athletics) - made to **Devour** the target is made with Advantage. **Disrupting Strike** When you hit with a weapon attack, you may spend 4 gastro points to force the creature to make a Constitution Saving Throw. On a fail, they are poisoned until the end of your next turn. **Mouth Cannon** When you make an attack, you may spend 4 gastro points to regurgitate a creature with great force in place of the attack. Make a ranged attack on any target within 30 feet. On a hit, both that target and the creature take 1d6 bludgeoning damage for each capacity point of the creature. **Projectile Eater** When you or a creature within 5 feet of you is targeted by a ranged weapon attack, you may spend 2 gastro point and your reaction to reduce the damage done by 1d12 + your Constitution modifier + your fighter level. If the damage is reduced to 0, you may swallow the projectile. If the projectile was a potion or magic item, you gain it's effects immediately. **Launching Belch** When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to let out an powerful belch in place of the attack. If the target is of your size class or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you. **Belly Check** When you make an attack, if you have at least 1 creature in your stomach, you may spend 4 gastro points to slam a creature with your stomach in place of the attack. Make a melee weapon attack against a creature within 5 feet. On a hit, that creature is takes 3d6 + your Strength modifier Bludgeoning Damage, and is knocked prone. **Whipping Tongue**. When you make an attack, you may spend 2 gastro points to instead lash out your tongue at a creature within 10 feet, forcing them to make a Strength saving throw. On a fail, they are pulled 5 feet closer to you and are grappled. #### Gusto Starting at 7th level, whenever you use your Second Wind or Action Surge features, you may choose to gain Temporary Hit Points equal to the current capacity points in your stomach. Additionally, for 1d6 hours after using this ability, you need one less success to devour prey larger than you. Once you use this ability, you must take a long rest before using it again. #### Stomach Shield Starting at 10th level, while you are at normal capacity, you gain +1 AC. #### Greater Stomach Shield Starting at 15th level, while you are at maximum capacity, you gain and additional +1 AC and +1 to Constitution saving throws. #### Relish the Fight Starting at 18th level, you regain 4 gastro points at the start of each of your turns. \pagebreak ### Barbarian, Path of the War Glutton Barbarians who take this path tap into their primal hunger, elevating their rage into a feeding frenzy. Followers of this path traditionally abstain from food, waiting to fully unleash their voracity on their foes, stuffing themselves to the brim with hostiles. War Gluttons typically live solitary, nomadic lives, moving from place to place in search of new food sources. #### Smothering Stomach Starting at 3rd level, when you make an attack action, you may target 1 creature in your stomach. That creature takes bludgeoning damage 1d8 + your Strength modifier, as you crush them with your stomach muscles. This damage benefits from your rage damage bonus. #### Feeding Frenzy Also starting at 3rd level, you can go into a feeding frenzy when you rage. If you do so, for the duration of your rage, you can take the **Devour** action on creatures you don't have grappled. When your rage ends, if you have no creatures in your stomach, you suffer one level of exhaustion. Additionally, you count as one size larger for the purpose of determining capacity #### Iron Stomach Starting at 6th level, your stomach becomes a nigh impenetrable prison. You gain resistance to all damage dealt by creatures in your stomach, and you gain advantage on Constitution Saving Throws to avoid regurgitating creatures. #### Crushing Stomach Starting at 10th level, your control over your stomach muscles increases. The damage dealt by by your Smothering Stomach feature increase to 1d10, and can be taken as a bonus action while raging. #### Unstoppable Hunger At 14th level, you are no longer restrained during Devour Contests where you are the pred. \pagebreak ### Druid, Circle of the Chimera Your exploration and expertise in transformative magic have lead you down the highly experimental and slightly taboo bath of partial chimeric transformations. Seizing the opportunity, you stitch this magic into the very fabric of your being, allowing you to weaponize these partial transformations into powerful tools, some to help fill that belly that comes with being in a constant state of arcane flux. #### Chimera Forms Starting at 2nd level, you gain the ability to partially change you physiology, granting you the traits of various animals. As an action, you can expend a use of your Wild Shape feature in order to gain two of the following effects, until you use this feature again: - **Snake's Jaw:** You gain advantage on Devour checks on creatures your size or smaller, and you do not have disadvantage on Devour checks on creature larger than you. - **Bear's Teeth:** When you take the attack action, you may replace one of the attacks with a melee spell attack using your wisdom modifier, dealing 2d4 + your wisdom modifier on a hit. - **Frog's Tongue:** You may make Grapple and Devour checks on creatures up to 15 feet away. - **Beetle's Armor:** Your AC becomes equal to 13 + your wisdom modifier. - **Cheetah's Legs:** Your movement speed increases by 10 feet. - **Eagle's Eyes:** You gain Advantage on Perception and Insight checks. #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Monstrous Chimera Form Starting at 10th level, when you use your Chimera Forms feature, you may gain 3 of the benefits instead of 2. Additionally, when you use your Chimera Forms feature, you may choose a feature from this list in instead of one from the normal list: - **Froghemoth's Gut:** You count as one size larger for the purpose of determining capacity - **Bulette's Mandibles:** You gain a burrow speed equal to half your movement speed - **Trapper's Flesh:** You gain advantage on Stealth checks, and can hide when lightly obscured - **Yeti's Strength:** You gain advantage on Strength checks and saving throws - **Harpy's Wings:** You gain a flying speed equal to half your movement speed - **Displacer Beast's Pelt:** The first attack each turn that targets you is made with disadvantage #### Superior Chimera Form Starting at 14th level, when you use your Chimera Forms feature, you may gain 5 of the benefits instead of 3 \pagebreak ### Paladin, Oath of Indulgence While you see devouring your enemies as a wonderful form of satisfying combat, you take it one setp further to keep your own allies out of the jaws and bellies of your enemies. | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *Flavor/Disgust*, *Goodberry* | | 5th | *Enlarge/Reduce*, *Acidify*| | 9th | *Medicinal Acid*, *Hypnotic Pattern* | | 13th | *Amplify Acids*, *Vitriolic Sphere* | | 17th | *Role Reversal*, *Dominate Person*| #### Tenents of Indulgence
**Decadence.** Life isn't worth living if you can't live luxuriously.
**Instinct.** If something feels wrong, it is wrong. If something feels right, it is right.
**Protection** Keep those you love close. Protect them at all costs.
**Accommodation** If you see one's desires unfulfilled, it is your duty to fulfill them #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. **Charming Prescence.** You can use your Channel Divinity to exude a feeling of contentment. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, a creature lowers their guard. For the next minute, attack rolls against the creatures are made with advantage, and the creature has disadvantage on all skill contests made against another creature. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. **Reward the Decadent** As a bonus action, you can reward predators and prey alike with your Channel Divinity. Each creature of your choice that is inside of another creature or has another creature inside them within 30 feet of you gains the effects of the *Bless* spell for the next minute. #### Aura of Digestion Starting at level 7, you and all creatures within 10 feet of you add your charisma bonus to any digestion damage they deal. Additionally, when a creature within your aura takes digestion damage, you may use your reaction to reduce that damage by your charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Voracious Vigilance Starting at 15th level, when a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a **devour** check against that creature \columnbreak #### Avatar of Decadence At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For example, your body could become fat and gluttonous, immaculately attractive, or dressed in the finest clothing Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: All of your attacks gain the benefits of *Devouring Smite* You count as 2 sizes larger for the purpose of determining capacity You deal an additional 2d6 acid damage when digesting Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ### Rogue, Parasite Some have come to fear the bellies of large creature. You do not, and even learn make use of the opportunity to shift the tide of battle. #### Stomach Parasite At 3rd level, you gain resistance to acid damage #### Hidden Form Starting at 3rd level, when you are inside another creature's stomach, you may choose not to leave a visible impression on the outside of the predator. You still take up space within their stomach. #### Stealth Entry Also starting at 3rd level, you may enter or exit a willing creature's stomach using 5 feet of movement. Additionally, you may make ranged attacks as normal while inside of a willing creature, and you are not blinded or restrained. If you are currently in or have exited a creature this turn, you don’t need advantage on the attack roll to use your Sneak Attack as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. #### Invasion Starting at 9th level, you may use 5 feet of movement to enter or exit an unwilling creature. When entering, make a Dexterity(Stealth) check vs the creature's passive perception. On a success, you enter the creature's stomach, and you are not blinded or restrained. On a fail, the creature may attempt to **Devour** you as a reaction. All attacks made on a creature from within their own stomach while you aren't restrained are made with Advantage. #### Greater Parasite Starting at 13th level, you gain immunity to acid damage. Additionally, you do not get restrained or blinded when you get swallowed by another creature, and Dexterity(Stealth) checks to enter a hostile creature are not made with Disadvantage. #### Master Parasite Starting at 17th level, creatures cannot regurgitate you without your permission, and you may exit their stomach on your turn without expending any movement. \pagebreak ### Rogue, Silent Python Instead of hunting and fighting, you prefer to stalk your prey unseen and swallow them whole before they can even register what is happening around them. #### Ambusher Starting at 3rd level, you may attempt to **Devour** a creature with advantage without grappling them first if you are Hidden from them. Additionally, if there are no creatures in your stomach, you may attempt to **Devour** a creature without grappling them first if the target is eligible for a sneak attack. #### Focused Acids Also starting at 3rd level, when you digest creatures in your stomach, you may use an action to deal damage equal to your sneak attack damage to one of those creatures. #### Identity Theft Starting at 9th level, when you fully digest a creature that is within 1 size category of your normal size, you can assume their form.
For the next 8 hours, your appearance transforms to become theirs. Your Strength, Dexterity, and Constitution scores change to match the creatures, though your Wisdom, Intelligence, and Charisma scores stay the same. You may perform any action that that creature could take, though you cannot cast spells.
While in the form of the other creature, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. #### Uncanny Gut Starting at 13th level, you learn how to shift damage onto your prey in place of yourself. When you use your Uncanny Dodge feature, choose 1 creature in your stomach. That creature takes damage equal to the amount of damage you took. #### Acid Blast Starting at 17th level, you may use the action granted by Focused Acids as a Bonus Action \pagebreak ### Monk, Way of the Hungry You have sent lots of time honing your body to grow accustom to the heft of a live feast, allowing to to move and act, unhindered by all but the worst. #### Way of the Hungry Technique Starting at 3rd level, when you attempt to Grapple a creature or take the **Devour** action, you may make a Dexterity(Athletics) check instead of Strength(Athletics). Additionally, Belly Bash and Belly Flop now count as Monk Weapons for you. #### Internal Body Strike Also starting at 3rd level, you may spend 1 ki point to imbue your limbs with energy. Until the start of your next turn, you may target creatures that are inside of other creatures with Unarmed Strikes. #### Light Load Starting at 6th level, you suffer no movement penalties for going over your Capacity. You take half damage damage while over your **Maximum Capacity**. #### Vorish Focus Also starting at 6th level, as an action, you may enter a state of extreme focus. Until the start of your next turn, you gain the following effects: -You have Advantage on Constitution Saving Throws to avoid regurgitating prey and Strength(Athletics) checks to keep a target grappled. -You count as 2 sizes larger for the purposes of determining capacity -Your movement speed is halved #### Flying Swallow Starting at 11th level, you learn to use the momentum of a leap to enhance your swallowing ability. If you fall at least 10 feet and fall on a creature, you may **Devour** them as a reaction. The creature makes their Strength(Athletics) or Dexterity(Acrobatics) check with Disadvantage, and the fall damage is reduced by 5 times your monk level. Additionally, you may use Dexterity instead of Strength when determining jump height and distance #### Empty Stomach Before you achieve an Empty Body, you must first achieve an Empty Stomach. Starting at 17th level, as an action, you can spend 12 ki points to instantly dissolve all of the creatures in your stomach. Each creature in your stomach must make a Constitution Saving Throw. On a fail, the creature instantly drops to 0 hit points. On a success, the creature takes 10d10 acid damage. Then, all creatures with 0 hit points and all digestable objects within your stomach are instantly digested. After, you must roll a Constitutionsaving throw with a -1 penalty for each creature fully digested in this way against your own Stomach save DC, recieveing 1 level of exhuastion on a fail. \pagebreak ### Monk, Way of Gastropuncture Full bellies are sensitive and tempermental, and you know that very well. Striking a predator in the belly and just the right way and often yeild interesting results. #### Punch Through the Gut Starting at 3rd level, while inside of a creature, you may make unarmed strikes on that creature and creatures adjacent to them. #### Pressure Point Control At 3rd level, you gain the ability to manipulate a creature's internal pressure points in order to control them. When you use Flurry of Blows, Patient Defense, or Step of the Wind, a willing creature you are inside of also gains the benefits of those features until the end of their next turn. Additionally, you may use Deflect Missiles on projectiles that target a willing creature you are inside of, forcing that creature to swallow the projectile #### Advanced Pressure Point Control Also starting at 6th level, when you make an attack while inside of a creature, you may spend 1 ki point and replace the attack with any of the following effects: - The creature becomes sick, and immediately makes a Constitution saving throw. On a fail, the creature immediately regurgitates you. - The creature becomes light on their feet, gaining a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn - The creature becomes ferociously strong, gaining a bonus to Athletics and Acrobatics checks equal to your proficiency bonus until the start of your next turn - The creature becomes incredibly fast, adding your unarmored movement bonus their speed until the start of your next turn. #### Accupressure Therapy Starting at 11th level, a willing creature you are inside of gains the following benefits: - They gain immunity to the Frightened and Charmed conditions - They gain +1 to their AC and Dexterity Saving Throws - They are considered one size larger for the purpose of devour checks and determining capacity Starting at 11th level, an willing creature you are unwillingly inside of gains the following detriments: - They have disadvantage on saving throws to avoid being Frightened and Charmed - They take -1 to their AC and Dexterity Saving Throws - They are considered one size smaller for the purpose of determining capacity #### Pressure Point - Energy Manipulation Starting at 17th level, as a bonus action on your turn, you may spend 3 ki points to manipulate the energy of a creature you are inside of. Choose one of the following options: - That creature immediately takes an action. - That creature is affected by the spell *Slow* until the end of their next turn. \pagebreak ### Ranger, Natural Cycle Conclave In the natural world, there exists a cycle between beasts. The relationship between hunter and hunted, predator and prey, is one that has persisted since the world's most primal days. Members of the Natural Cycle Conclave train in one of two schools. Those of the Predator school learn to hunt with ruthless efficiency, while those in the Prey school learn to evade and counter those that would hunt them. #### Nature Cycle Conclave Magic Staring at 3rd level, you learn an additioanl spell when you reach certain levels in this class, as shown in the Predator Conclave Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. ##### Natural Cycle Conclave Spells | **Ranger Level** | **Spell** | |-|-| | 3rd | *Entangle* | | 5th | *Invisibility* | | 9th | *Slow* | | 13th | *Dimension Door* | | 17th | *Scrying* | #### Acquired Taste At 3rd level, you gain the ability to change your favored enemy. By spending 1 hour observing their behavior, you can add the observed enemy type to your list of Favored Enemies. At the same time, you must choose one Favored Enemy to forget. Your languages gained by the Favored Enemy feature do not change. #### School of Predator and Prey At 3rd level, you choose a school of practice that informs your relationship on the food chain with your favored enemies. The Predator school dictates that Favored Enemies as creatures to stalk and prey upon, while the Prey school focuses on evading and outmaneuvering their favored enemies. Depending on your school, you gain the following benefits: **Predator:** Your favored enemy becomes your favored meal, as well. **Devour** attacks made against your Favored Enemies are made with advantage, and your Digestion Damage is doubled against these foes. **Prey:** Your favored enemy is a predator that you've studied to thwart. You have advantage on Strength(Athletics) and Dexterity(Acrobatics) checks made to resist **Devour** attacks, and Advantage on attacks made to creatures you are inside of. You have resistance to the Stomach Damage dealt by your Favored Enemies. #### Counter-Consume At 7th level, you can turn your enemy's effort's against them. When you escape a creature's grapple, or a creature fails to **Devour** you, you can use your Reaction to make a **Devour** that creature, even if you are not grappling that creature. The target must be within your reach. #### Instinct of Predator and Prey At 11th level, your speed and ferocity takes your enemies by surprise- whether they are predator or prey. You gain one of the following benefits, depending on your School. **Predator:** You may attempt to **Devour** surprised enemies without grappling them first. If they are your Favored Enemy, you may attempt to **Devour** enemies you are Hidden from without grappling them first. **Prey:** While concious, you can't be surprised. Additionally, when you roll initiative, you may either move up to your move speed without provoking attacks of oppurtunity or make a single weapon attack. If the target of this attack is a Favored Enemy, the attack is a critical hit. #### Master of the Food Chain At 15th level, your adaptability and deadliness put you at the top of the food chain. Once per day, as an action you can choose one enemy type you can see and make it your Favored Enemy. At the same time, you must forget a different Favored Enemy of yours. \pagebreak ### Cleric, Gluttony Domain The gods of the new world embody the hope of the many- peace, justice, agriculture and creation. However, some gods revel in ancient tradtion born of sacrifice and hedonism. Yours is one such god- one that promotes gluttony above all else. Followers obey a ravenous doctrine- to consume, to amass, and to spread the hunger so that all may revel in its grand excess. #### Gluttony Domain Spells |Cleric Level| Spells| |-|-| |1st |*Goodberry*, *Flavor/Disgust*| |3rd |*Suggestion*, *Steal Fat*| |5th |*Create Food and Water*, *Medicinal Acid*| |7th |*Amplify Acids*, *Charm Monster* | |9th |*Dominate Person*, *Cloudkill*| #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. #### Ravenous Blessing Starting when you choose this domain at 1st level, you can awaken the latent hunger in a creature with your touch. You can touch a willing creature as an action. For the next minute, that creature has Advantage on Strength(Athletics) checks to **Devour** creatures. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Divine Feast Starting at 2nd level, you can use your Channel Divinity to invoke a grand feast in the name of gluttony. All allies within 30 feet that can see or hear you may use their reaction to move up to their move speed. As part of the same reaction they can grapple a creature, or **Devour** a creature if they have one grappled. #### Glutton's Reward At 6th level, your divine powers reward excess and gluttony. When you cast a spell that would restore hit points to a creature, that creature gains temporary hit points equal to half the total capacity points of creatures they contain #### Divine Strike At 8th level, you gain the ability to inflict pangs of unearthly hunger as part of your attacks. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to to deal an extra 1d8 psychic damage to the target. When you reach 14th level, this damage increases to 2d8. \columnbreak #### Aura of Excess Starting at 17th level, you can use your action to active an aura of gluttony and hunger that radiates out from you in a 30 foot radius. Creatures of your choice within that radius must make a Wisdom saving throw or be Charmed by you until the beginning of your next turn. At the start of their turns, creatures charmed in this way will use their action to make Grapple and **Devour** attacks against a target within reach, determined randomly. If there are no targets within reach, they must use their movement to move towards the nearest valid target. Once you use this feature you may not do so again until you finish a long rest \pagebreak ### Bard, College of the Madrigal Dinner Bards of this college are firm believers in the art of "Dinner with a Show," the two greatest aspects on entertainment working in perfect harmony. Many people run a show or manage a feast, but to do both simultaneously is the specialty of this College. ___ And since a battle really is just a more exciting show, where's the dinner? Hang on to your helmet. The show is about to begin. #### Stomach Soothing Song Starting at 3rd level, whenever a creature benefits from your Song of Rest, they also gain the following benefits: - Digestion Damage is doubled for the duration of the rest - Creatures and objects are digested twice as fast for the duration of the rest - Creatures willingly inside of a predator, and predators with willing creatures inside of them, gain temporary hit points equal to your bardic inspiration die #### Voracious Inspiration At 3rd level, you learn a song that inspires predation. When a creature uses a Bardic Inspiration Die from you on a check to grapple a target or on a **Devour** check, they gain the same bonus to the next **Devour** check they make. Alternatively, creatures may use a Bardic Inspiration Die from you to increase the damage dealt when digesting. #### Matinee of the Hungry Starting at 6th level, you can perform a short show that that instills a hunger to those that it's played for. If you perform for at least 1 minute, you can give a short performance that pairs with a heavy, hearty meal. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). You and each affected humanoid, for the next hour, count as one size larger for the purpose of determining capacity and have advantage on saving throws to avoid regurgitating creatures Once you use this feature, you can’t use it again until you finish a short or long rest. #### Follow up Performance At 14th level, whenever a creature with 60 feet of you successfully **Devours** another creature, you may use your reaction to designate a willing creature you can see to continue the performance. That creature may immediately make a **Devour** check on a creature within range, even if that creature isn't grappled. \pagebreak ### Warlock, Pact with The Great Ooze Your voracous hunger as led you to bind your own soul to that of the most gluttonous creature you know of, the ooze. #### Pact Spells The Great Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. |Spell level |Spells |-|- |1st |grease, compress |2nd |enlarge/reduce, elastify/constrict |3rd |slow, medicinal acid |4th |Vitriolic Sphere, Leeching Insides |5th |Cloudkill, Bellyport #### Ooze Form At 1st level, you can use an Action to enter a proper ooze-like form for 10 minutes. While in your Ooze Form, you can move through a space as narrow as 1 inch wide without squeezing, and you climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You may not cast spells with somatic components or make attacks while in your Ooze Form. While in this form, you have Advantage on skill checks to avoid being grappled, and Disadvantage on skill checks to avoid being Devoured. Creatures have disadvantage on saves to avoid regurgitating you. If you have a creature inside of you, you may not move through small spaces without squeezing. Once you use this ability, you cannot do so until you finish a short or long rest #### Engulf Starting at 6th level, you may completely engulf your foes, drawing them into your body. While you are in your Ooze form, you may attempt to **Devour** creatures without grappling them first. If you have only 1 creature inside of you, you may adopt the appearance of that creature, though you do not gain any of their abilities. #### Viscous Body Starting at 10th level, you are always treated as being in your Ooze Form, and you may cast spells with somatic components and make attacks while in your Ooze Form. Additionally, you do not have Disadvantage on skill checks to avoid being devoured while in your Ooze form #### Shlick Starting at 14th level, when you are hit with a melee weapon attack or unarmed strike, you may attempt to **Devour** the attacking creature as a reaction. Once you use this ability, you cannot do so until you finish a short or long rest \pagebreak ### Sorceror, Flesh Tanker Blast foes without leaving the comfort of your pal's belly #### Battle Station You find yourself most comfortable when surrounded by flesh. Starting at 1st level, while inside a non-hostile creature, you gain the following benefits: - You do not count against the creature's capacity - You are not blinded or restrained - You are able to see anything that creature can see - You are immune to any digestion damage dealt by the creature If you are concentrating on a spell and the creature you are in takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll. #### Rooted Blasting Starting at 6th level, when you cast a damaging spell from inside another creature, you may add your Charisma modifier to the damage. Additionally, you have resistance to all damage dealt by creatures inside the same stomach as you. #### Tank Repairs Starting at 14th level, while inside of a non-hostile creature, as an action, you may roll a number of your hit dice equal to your charisma modifier. The creature gains hit points equal to the result of the roll + your Charisma modifier #### Mana Surge Starting at 18th level, while inside of a non-hostile creature, whenever you use Metamagic, pick 2 options instead of one. \pagebreak ### Sorceror, Tarrasque Bloodline Not all creatures are born equally. Some beasts tower above others, wielding unimaginable strength and bursting with magical potential. The everliving Tarrasque is one such entity- a being of both epic strength and epic hunger. Through dark ritual or some twist of fate, your ancestors partook of the flesh of the Tarrasque- forever tainting your bloodline with great power and a haunting desire to consume. #### Everliving Blood The still-living blood of the Tarrasque hums in your veins, bursting with regenerative power. At 1st level, your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. Additionally, when you spend Hit Dice to regain Hit Points during a Short Rest, you may roll the dice twice and choose the higher result. #### Power Siphon At 1st level, you can directly convert creatures in your belly to magical firepower. When you cast a sorcerer spell of 1st level or higher, each creature in your stomach takes Acid damage equal to The Spell Slot Level + Your Charisma Modifier. This damage counts as Stomach Damage. Creatures reduced to 0 Hit Points this way are digested. For each creature damaged this way, your spell DC increases by 1, to a maximum of +1. At 7th level, the maximum increases to +2. At 15th level, the maximum increases to +3. If the spell involves a Spell Attack, add the bonus to the attack roll. This bonus lasts until the end of your current turn. #### Arcane Absorption Your gullet draws energy from creatures you digest, storing it as magical energy. Starting at 6th level, when you finish digesting a creature, you can choose to regain Sorcery Points equal to up to half your Sorcerer Level (Rounded down). You gain no other nutrition from the meal. You may use this ability once per Long Rest. #### Monstrous Form At 14th level, your affinity for the Tarrasque begins to bleed into your physical form. You can cast the spell Enlarge/Reduce at will. When you cast using this feature, you may choose only the "Enlarge" option, and may only target yourself. You have advantage on Concentration rolls made to maintain the spell when you cast it using this feature. #### Titan's Grasp At 18th level, your appetite truly echos that of the mighty Tarrasque. When you make a successful Melee Spell Attack against a creature smaller than you are, you can use your bonus action to take the Devour action, targeting the creature you just hit. On a success, you may instantly swallow the creature. \pagebreak ### Wizard, Belly Arcanist Make yourself at home inside of another creature, and buff them in combat #### Home Base Starting at second level, while inside a non-hostile creature, you gain the following benefits: - When you cast a spell with a range of self, you may target the creature you are inside of instead. - You do not count against the creature's capacity - You are not blinded or restrained - You are immune to any digestion damage dealt by the creature If you are concentrating on a spell and the creature you are in takes damage, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage the creature took, whichever number is higher. Add the creature's constitution modifier to the result of the roll. #### Buffing Savant Starting at 2nd level, you may learn spells from any spell list, as long as the spell has a range of self or explicitly targets a- willing creature. It counts as a Wizard spell for you. You also learn 1 cantrip that has a range of self > ##### Optimal Cantrip Choices > There are only 2 cantrips with a range of Self not already available to Wizards, Produce Flame and Primal Savagery. Both of these are excellent options as they allow you to deal damage on your turn, your predator taking the action prescribed in the spell. #### Enhanced Concentration Starting at 6th level, you have advantage on Constitution saving throws while inside of a non-hostile creature #### Extended Spell Starting at 10th level, whenever you cast a spell targeting a non-hostile creature you are inside of the duration of the spell doubles, to a maximum duration of 24 hours. #### Shared Burden Starting at 14th level, when you cast a spell that requires concentration, the creature you are inside of can concentrate on it for you. Both you and that creature may concentrate on spells independently. If either you or the creature lose concentration, both spells immediately end. \pagebreak ## Predator Feats ### Insatiable Hunger - You count as one size larger for the purpose of determining your Capacity - While your stomach is empty, you may add your Constitution Modifier to any Strength(Athletics) checks you make to **Devour** a creature
### Boiling Insides - Whenever you deal digestion damage, you may add your Proficiency Bonus to the damage dealt - Your digestion damage ignores resistances
### Lead Belly - You have resistance to all bludgeoning, piercing, and slashing damage dealt to you by creatures in your stomach - You are immune to all negative effects of potions, poisons, and magic items you consume
### Stomach of Holding - You carry hold up to 250 lbs of inanimate objects in your stomach without counting towards your Capacity - Regardless of what is in your stomach, you may choose to appear as if you have nothing in your stomach.
### Regurgitator - You may regurgitate creatures as a bonus action - When you voluntarily regurgitate a creature, you may choose which creature you regurgitate - You may regurgitate small objects at high speeds. As an attack action, you may make a ranged weapon attack with a range of 30/120, dealing 1d10 + your dexterity modifier damage on a hit. The damage type depends on the object launched. ### Ambush Predator You have mastered the art of the surprise attack, and use it to gulp down unwary foes. You gain the following benefits: - You may attempt to **Devour** a creature without grappling them first if you are Hidden from them. - When you attempt to **Devour** a creature while Hidden, you may make the check with Advantage
### Inescapable Prison - You have Advantage on saving throws to avoid regurgitating prey - You have Advantage on saving throws caused by spells or abilities of creatures in your stomach \columnbreak ### Soothing Stomach Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the following benefits: - When a creature completes a Short Rest spent entirely within your stomach, they regain hit points equal to one of your hit dice + your Constitution modifier. - When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points equal to your Level + your Constitution modifier. ### Agile Predator You have trained to use Finesse instead of Force to devour your prey - Your STR or DEX increase by 1 to a maximum of 20 - You Can use Acrobatics instead of Athletics when Devouring as the pred. ### Feisty Feasts You have come to really enjoy it when your prey struggle in side you. - Anytime you suffer exhaustion due to a successful struggle attempt, you gain 1d8 temporary HP and can immiediatly deal 1d20 digestion damage to the prey that inflicted the level of exhaustion. \pagebreak ## Prey Feats A character may forfeit their ability to use the **Devour**, Digest and Regurgitate actions in exchange for one of these feats, or they may be taken normally ### Escape Artist - When a creature makes a Constitution Saving Throw to avoid regurgitating you, they make the save with disadvantage. - When a creature regurgitates you, you may immediately use your reaction to move. This movement does not provoke opportunity attacks. - You may exit restrained or incapacitated creatures without expending any movement.
### Struggler ###### While inside a hostile creature, you gain the following effects - You gain resistance to damage dealt from digestion - You may use your action to Violently Struggle. Make an attack roll with a +4 modifier against the pred's Stomach DC, treating it as AC. On a Hit, this functions like a successful struggle check agaisnt the pred and deals 1d10 + STR Bludgeoning to the pred.
### Endosomatophilliac Prey ###### While inside a non-hostile creature, you gain the following effects - You may perform the Help or Shove action as a bonus action. - Once per short rest, you may spend an action to heal the creature for your level + your Charisma Modifier. - You may target creatures outside of the creature with attacks and spells - You are not restrained or blinded. - You do not count against their maximum capacity
### Belly Fanatic - You may use your action to massage the belly of a willing creature within 5 feet of you. All creatures in their stomach immediately take damage equal to the predator's normal digestion damage. Creatures with 0 hit points and objects digest at double speed while you massage their stomach. - You may make the Help action as a bonus action if you are aiding a predator with another creature in it's stomach. - While traveling with you, you may assist 1 predator with a creature in it's stomach. They may ignore movement penalties from being over capacity.
\columnbreak ### Dense - You count as one size larger for the purpose of determining your Capacity Points - Your weight is always doubled - When being regurgitated, you may choose to make a DC 10 Strength Saving Throw to avoid being regurgitated - You have Advantage on Skill Checks to avoid being Devoured
### Belly Diver - You may make a Strength(athletics) check or Dexterity(acrobatics) check to force feed yourself to a predator, contested by their Strength(athletics) check - While inside a creature, you are not restrained or blinded, and you have advantage on attack rolls against that creature \pagebreak ## Extra Feats ### Belly Massage Your careful and dexterous hands can soothe even the most cramping belly aches. - You may rub another predator’s stomach for one hour. In doing so, you remove one level of exhuastion inflicted by struggling prey, and grant immunity to over-stuffing damage for 1d6 hours. - Preds can only benefit from belly Massages once per long rest. ### Belly Rub You know just where to massage and rub a pred’s belly to get uncooperative prey to sit still and gurgle away like they should. You can perform the following. - You may rub and massage another predator’s stomach for one hour, giving all prey inside -1 penalty to the next struggle attempt and inflicting 2+your STR in bludgeoning damage. Preds can only benefit from belly rubs once per long rest - This Feat Improves with your level. | Level | Damage | Struggle Penalty | |:-:|:-:|:-:| |1 |2 + STR| -1 | |5 |4 + STR| -2 | |11 |8 + STR| -3 | |17 |16 + STR| -4 | \pagebreak ## Spells #### Roil *Transmutation Cantrip* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instant ___ You touch 1 predator with a creature in their stomach. Each creature in their stomach must make a Constitution saving throw. On a fail, they take 1d4 Bludgeoning damage and 1d4 Acid damage. Each of the spell's damage types increase by 1d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). #### Lick *Enchantment Cantrip* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instant ___ You attempt to whet your appetite on the taste of a nearby creature. As you cast this spell, make a melee spell attack against a creature of your choice within range. On a hit, the target takes 1d8 psychic damage. The target is marked for the duration. The next **Devour** attempt you make against the target is made with Advantage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Tongue Lash *Transmutation Cantrip* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instant ___ You elongate your tongue and lash out at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 bludgeoning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Growl **Enchantment Cantrip** - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V - **Duration:** Instantaneous ___ A growling stomach and a menacing glare is enough to warn enemies of your voracious intent. A creature of your choice within range that can see or hear you must succeed on a Wisdom saving throw. On a failure, the creature cannot move closer to you until the start of your next turn. Creatures immune to tthe Frightened condition are also immune to this spell. \columnbreak #### Belch *Evocation Cantrip* - **Casting Time:** 1 action - **Range:** Self (10-foot cone) - **Components:** V, S - **Duration:** Instant ___ You release a tremorous wave of air, capable of knocking a creature to the floor with sheer force. A creature within range that you can see must make a Strength saving throw or take 1d4 Thunder damage and be staggered. The next attack made against a creature staggered this way is made with advantage. The damage becomes 1d6 if you currently have prey inside your stomach. The spell's damage increases by 1d4 (or 1d6) when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6) and 17th level (4d4 or 4d6). #### Flavor/Disgust *Transmutation Cantrip* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (any herb or spice) - **Duration:** 1 minute ___ You point at a creature within range, altering it's natural flavor.
***Flavor.*** A creature of your choice within range becomes irresistably delicious to any predator. That creature has Disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being **Devoured**.
***Disgust.*** A creature of your choice within range becomes disgusting in flavor to any predator. That creature has Advantage on Strength(Athletics) and Dexterity(Acrobatics) checks to avoid being **Devoured**. \pagebreak #### Frog's Tongue *1st-level Transmutation* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (the tongue of a frog) - **Duration:** Instantaneous ___ Your tongue flies out like a whip, entangling and dragging a creature towards you. A creature in range must make a Strength Saving throw or be pulled up to 30 feet closer to the spellcaster. If the creature is moved within 5 feet of the you, you may immediately use your bonus action to make a Devour attack on the same target, even if you are not grappling that target. #### Devouring Smite *1st-Level Evocation* - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ____ The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 force damage. Additionally, if the target is a creature, it must make a Strength saving throw or be sucked directly into your gullet. On a fail, the creature automatically fails 1 devour check. ***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. #### Acidify *2nd-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a vial of stomach acid) - **Duration:** Instant ___ You touch a predator with creatures in their stomach, filling their belly with acid. All living creatures in the stomach immediately take 4d6 acid damage. All non-living creatures in the stomach have their size category reduced by 1. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Unburden *2nd-level Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 Hour ___ You touch a predator with creatures in their stomach, lightening the burden of their prey. For the duration, the capacity points of all creatures in the stomach are halved for the purposes of determining encumberance ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. \columnbreak #### Digestive Barrier *2nd-level Abjuration* ___ - **Casting Time:** : 1 reaction, which you take when you or a creature within 60 feet is swallowed - **Range:** 60 feet - **Components:** V, Sm M (A small strip of cloth) - **Duration:** 4 hours ___ A backup plan is always helpful. Choose a creature within range that is being swallowed. For the duration of this spell, the target is immune to Stomach Damage. **At Higher Levels:** When you cast this spell with a spell slot of 3rd level or higher, the duration increases for 1 hour for every slot level above 2nd. #### Heave *2nd-level Enchantment* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of rotten or moldy food) - **Duration:** Instantaneous ___ Your magic forces a predator to disgorge their prey. When you cast this spell against a target that has prey in its stomach, the target must make a Wisdom saving throw. On a failure, they use their reaction to regurgitate one creature from their stomach, chosen randomly. If the target has not swallowed any prey, they are instead poisoned until the start of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Amplify Acids *2nd-Level Transmutation* - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (A vial of alchemical compounds worth 1gp, which the spell consumes) - **Duration:** 8 Hours ___ The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the duration of the spell, creatures inside the target's stomach take an additional 1d6 acid damage when being digested ***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \pagebreak #### Maria's Medicinal Acids *3rd-Level Transmutation* - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (medicinal herbs or a healing potion, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ You touch 1 predator, granting them the ability to excrete healing acids. The predator and each creature in the predator's stomach gain 1d4 hit points back per round while the spell is in effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the duration of this spell increases by 2 rounds per slot level above 3rd. #### Dragonitas' Hammerspace *3rd-Level Conjuration* - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 8 Hours ___ You touch a willing creature with other creatures in it's stomach. The creatures are sent to a Hammerspace dimension inside of you. For the duration of the spell, you have the following effects: - You have no penalties for being over capacity. You take half damage from being over Maximum capacity - Your stomach compresses to its normal size - All creatures inside of you are Incapacitated and immune to all damage - You do not digest items or creatures with 0 hit points - Every hour, you must make a Constitution Saving Throw to maintain concentration on the spell. The DC is equal to the total capacity points of creatures in the creature's stomach. ***At Higher Levels.*** When you cast this spell using a 5th or 6th level spell slot, the duration becomes 24 Hours (Concentration). When you cast this spell using an 7th or higher level slot, the duration becomes 24 Hours. \columnbreak #### Greater Belch *3rd-level Evocation* - **Casting Time:** 1 action - **Range:** 30 Foot Cone - **Components:** V - **Duration:** Instantaneous ___ You release a prodigious belch, echoing with enough force to lay waste to your enemies. Creatures inside the cone must make a Constitution saving throw or take 6d8 Thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked prone. #### Entice *4th-Level Transmutation* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a fragrant meal) - **Duration:** Concentration, up to 1 minute ___ You give 1 creature within range an irresistable scent. All predators within 30 feet of the creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the predators are affected by the spell. While under the effects of the spell, each affected creature regards the target as an enemy, and has Advantage on Strength(Athletics) checks to **Devour** the target. Whenever an affected creature takes damage, it gets to repeat the saving throw. When the target has been successfully swallowed, the creature who devoured the creature becomes the new target of the spell. #### Instant Digestion *4th-level Evocation* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of powdered iron) - **Duration:** Instantaneous ___ You touch a predator's stomach, releasing a surge of acid that reduces prey to slurry in moments. Touch a creature within range. If the target is unwilling, they make make a Wisdom saving throw. If the creature is willing or if the saving throw is a failure, all creatures within their stomach takes 8d8 points of Acid damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. \pagebreak #### Leeching Insides *4th-level Necromancy* - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a fungus. which the spell comsumes) - **Duration:** Concentration, up to 1 minute ___ For the duration of the spell, whenever you inflict digestion damage, you regain hit points equal to half the damage dealt. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level, the duration of this spell becomes 10 minutes. When you cast this spell using a spell slot of 7th level, the duration becomes 1 Hour. #### Primal Belch *5th level Evocation* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 round ___ You touch a willing creature, greatly disrupting their natural digestive system. All creatures currently inside the target must make a Constitution Saving Throw. They each take 8d8 acid damage on a fail, and half as much on a success. On the target's next turn, they must use their action to release an earth-shattering belch covering a 60 ft cone. All creatures caught in the range of the cone must make a Strength saving throw. On a fail, each creature is knocked prone and takes 1d8 Thunder damage per capacity point in the initial target's stomach. Creatures take half damage on a success and are not knocked prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d8 for each slot level above 5th. #### Bellyport *5th-level Conjuration* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instant ___ Target 2 creatures you can see within the range of the spell. The first creature must make a Dexterity saving throw as a bright flash of light erupts around them. On a fail, the creature is teleported into the stomach of the second target. \columnbreak #### Maximize/Minimize *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a bag of powdered iron) - **Duration:** Concentration, up to 1 minute ___ You cause a creature or object you can see within range to grow much larger or smaller for the duration. Choose a either creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
***Maximize.*** The target's size quadruples in all dimensions, and its weight is multiplied by sixteen. This growth increases its size by two categories - from Medium to Huge, for example. If there isn't enough room for the target to adjust to its new size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength saving throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 2d6 extra damage.
***Minimize.*** The target's size is quartered in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by one category - from Medium to Tiny, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 2d6 less damage (this can't reduce the damage below 1). #### Turncoat Gluttony *6th-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** COncentration, up to 30 seconds ___ You bewitch a creature to see their friends as delicious snacks ripe for the devouring. Choose a hostile creature within 30 feet of you. They must make a WIS save. On a fail, they must use their next actions to attempt to grapple and devour a creature they see as friendly for the duration. At the end of each of their turns, the creatures makes another WIS save, ending the effect early on a success. This WIS save is taken with disadvantage if they have partially swallowed another creature. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the number of successes the target needs for a successful swallow decreases by 1 per higher level, to a minimum of 1. \pagebreak #### Bottomless *7th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 Hours ___ Touch a willing creature. For the duration of the spell, that creature has an unlimited capacity ***At Higher Levels.*** When you cast this spell using a 9th level spell slot, the duration becomes 24 Hours. #### Mass Bellyport *9th-level Conjuration* - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instant ___ Target 1 creature you can see within the range of the spell. All creatures within 60 feet of the target (including you, if you are within the area) must make a Deterity Saving Throw. On a fail, they are teleported into the stomach of the initial target. If the initial target was yourself and you fail the Dexterity Saving Throw, the spell has no effect. \pagebreak ### Magical Items ###### **Sleeping Bag of Compression (common, wondorous)** When a humanoid enters this sleeping bag, their body compresses itself until it appears that they have no creatures inside of them. ###### **Acid Potion (common, potion)** After drinking this potion, all creatures in your stomach take 3d6 acid damage. ___ ###### **Expanding Potion (common, potion)** After drinking this potion, your stomach is filled with 8 Capacity Points of liquid. You gain no nutritional benefits from digesting this liquid. ___ ###### **Ring of Metabolizing (common, wondorous)** While wearing this ring, you lose fat at double the normal rate ___ ###### **Armor of Expanding (common, armor)** This set of armor always molds to the shape of your body, no matter how it changes. It can be easily concealed beneath clothes ___ ###### **Elastic Potion (uncommon, potion)** For the next 8 hours after drinking this potion, you count as one size larger for the purpose of determining capacity. ___ ###### **Hunger Potion (uncommon, potion)** For the next hour after drinking this potion, you gain advantage on Strength(Athletics) checks to **Devour** creatures. ___ ###### **Collar of Digestion (rare, wondorous, requires attunement)** While wearing this stretchy necklace, the damage you deal while digesting a creature increases by 1d6. ___ ###### **Ring of Feasting (rare, wonderous)** While wearing this ring, you take no damage from being over your **Maximum Capacity.** ***Curse.*** If you don't consume capacity points greater that your **Maximum Capacity** each day, the ring stops working for you for 1 year. \pagebreak # Mana Casting In place of the static spell slot system, this game utilizes a mana system instead that offers more flexibility and freedome with casting spells. ## Slots to Mana The Maximum amount of mana a character can be calculated as follows | Slot Level | Mana Conversion | |:-:|:-:| |1 |1 per slot| |2 |2 per slot| |3 |3 per slot| |4 |4 per slot| |5 |5 per slot| |6 |6 per slot| |7 |7 per slot| |8 |8 per slot| |9 |9 per slot| #### Additional Slots Skills, Feats, and Features that add spell slots instead add mana using the same calculation as above. #### Mana Cost for Casting Casting using Mana is simple. The Mana cost of a spell is simply the lvl at which you are casting a spell. - Casting Fire Strike at 9th level costs 9 Mana #### Sorcerry Point and Flexible Casting sorcery points convert to Mana at a 1:1 ratio, but you cannot convert more than 5 SP into Mana at once. #### Resting to Regain Mana All Mana regenerates in full in the same manner that one would recover all their spell slots, depending on the class. #### Specialized casting and Racial Spells Specialized casting that would not use slots in Vanilla DnD, such as a Warlock's Mystic Arcanum or Racial Spells do not cost any Mana regardless of level. #### Cantrips are Still Free Cantrips are lvl 0 spells and are Mana-free casts. #### Limiting Upcasting The Slot rules of vanilla DnD still govern the mana system in that a creature cannot cast a spell at a level that they would not have spell slots for in the Vanilla DnD rule set. - A level 12 Cleric may have 16 Mana total, but since they do not have access to 6th level slots yet by Vanilla DnD rules, they can only upcast to level 5. \columnbreak ### Mana Conditions The Following are new status Conditions that impact how Mana works in game #### Mana Strain Each time you cast a spell that requires Mana, you consume an additional 1d4-2 (minimum of 0) Mana #### Mana Overload You gain 1d6 Mana at the beginning of each of your turns. At the end of each of your turns, for every point of Mana you are above your Max Mana, you suffer 1d4 irreducible force damage #### Mana Leech Mundane attack against a target steal 1d4-1 Mana so long as there is Mana that can be stolen #### Mana Decay You lose 1d4 Mana At the beginning of each of your turns. #### Muted You cannot use Mana to cast spells \pagebreak # A Lucky Break This Game utilizes a seventh stat called Luck or LCK. This is all about your character's ability to stand agaisnt and beat high odds on a whim. #### Generating Luck Regardless of how all other stats are generated, Luck is generated by rolling 1d12+8. The Modifier is calculated as half of the raw value - 10, just like all other stats #### Lucky Charges You have a number of Lucky Charges equal to your Proficiency Bonus. Lucky charges can only be used if your Luck Modifier is positive. #### Using Lucky Charges While your Luck Modifier is positive, you may consume a Lucky Charge to do any one of the following. - As a Bonus Action, when making an Attack Roll, Skill Check, or Saving Throw, but before the dice is rolled, you may reduce the Critical Threshold by one, making it easier to land a critical hit. - As a Bonus Action when you make a Damage Roll you may add your luck modifier to the total. - As a Reaction, you may subtract your luck modifier from a single Attack Roll, Damage Roll, Ability Check, or Saving Throw made against you. #### Regaining Lost Luck If You began a rest with a positive Luck Modifier, you may regain 1d4-2 Lucky charges on that rest (Minimum of 0) #### A Skilless Stat There are no skills that use the Luck stat, though a DM may deem it appropriate to roll a Luck check for things like chance-based gambling, happening to be in the right place at the right time, or avoiding unforeseen misfortune by coincidence. #### Lucky Charms If a character is carrying a lucky charm (any item that may have good luck strongly associated with it), their Luck stat may be increased while it is in their possession, though the DM determines the potency of the charm. A single character may benefit from no more than 2 charms at once. #### Misfortune is Afoot The DM may also deem certain items or symbols unlucky, or certain superstitious deeds to cause bad luck (such as walking under a ladder, breaking a mirror, or opening an umbrella indoors). #### Increasing Luck Luck automatically increase by 1, to a maximum of 20 anytime a character reaches a leveling boon opportunity. This is taken in addition to the leveling boon, not in place of it. \columnbreak #### Daily Luck You may choose to take a chance at increasing your luck, but at the cost of potentially reducing your luck. If you choose to do so, you may roll 1d4. Your Raw Luck stat changes based on the table below | d4 Result | Change in Raw Luck | |:-:|:-:| |1 |-2| |2 |-1| |3 |+1| |4 |+2| Changes in Luck inflicted in this way persist for 24 hours and vanish afterwards. #### An Untouchable Statistic Luck CANNOT be increased by any effects unless the effect expressly defines the luck stat by name in it's effect. \pagebreak # An Exhaustive Overlay With the inclusion of Mana casting and Vore into the system of DnD, it would make sense that the penalties of exhaustion be enhanced to accomodate the new mechanisms. What follows is a list of each Exhaustion level and the penalties associated with it, old and new. #### Level 0 - None #### Level 1 - Disadvantage on Skill Checks - --1 Digestion Counter (Minimum of 2) #### Level 2 - Speed Halved - +1 To Mana Costs #### Level 3 - Disadvantage on Attack Rolls and Saving Throws - --5 Digestion damage #### Level 4 - HP Maximum Halved - Mana Maximum Halved #### Level 5 - Speed Reduced to 0 - Mana Maximum Quartered - Stomach DC Halved #### Level 6 - HP Maximum reduced to 0 \pagebreak # Gem Weapons Some minerals in the world are imbued with powerful elemental affinities. There gemstones can veil the cutting edge of a sword in fire or bathe the tip of an arrow in light. It all depends on your prefrence. Setting a Elemental Gem into a weapon cost 1/3 the weapon's original value and takes 2 days to carry out in a special forge known as a Mineral Infuser Smith. Once imbued, the weilder can use a bonus action to switch between the basic weapon and the elemental weapon. This only change the damage type of the weapon. Below are the list of elemental gems and their associated element. | Gem | Element | |:-:|:-:| |Ruby |Fire| |Sapphire |Ice| |Opal |Psychic| |Topaz |Lightning| |Amethyst |Thunder| |Diamond |Radiant| |Obsidian |Necrotic| |Emerald |Acid| |Jade |Poison| |Aquamarine |Force|