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The Nekomancers Grimoire of Love and Vore

A DnD handbook about eating your friends and enemies, and lewding them too.

Written by Heretical Tendencies

This handbook is filled with supplemental rules and content. It is based off of the original Devouring and Digesting
rules by VeryBatty, and the alternate devouring and digesting rules by Lucius. Shout out to the VSRD and
countless other rules that have helped to inspire these rules and provided the foundation for some content here.

Special shoutout to Bobmuto, for writing incredibly in-depth reviews, Totally Human Thing for their spellchecking
and editing, Soviet Western for their feedback and creating the spell table, and VerduxXudrev, Risika, Allweek,
Medic, Aggressive Flamingo, Esther, and Vagra for always providing their own contributions and two cents about
anything and everything.

Thank you for all the help: TheOneSpy, MaceOfClubs, Lame Cerberus, Smite-Mate, Halftime, EcstaticSpuzzle,
Kakira, Chloe, RuggedMars, Dietdrk3lp, Lupine Wingate, Eternity Theory, Cat Snack, 54LLY, and others who
have helped to support me in writing this monster through helping to make content, kind encouragement, and
willingness to test. You're all wonderful and appreciated.

V 0.9881 WIP
Love and Vore handbook, also sometimes known as the L&V is the cheekily titled DnD 5e homebrew supplement
designed to allow DnD games to play with consumption-focused (predator, prey, switches, etc) characters and
ideas with some lewd sprinkling. It’s foundation was based on the much more cleverly named Devouring and
Digesting rules by Verybatty, but expanded greatly to include a wide breadth of new content to allow players to
make more vore-centric characters that utilize vore as their primary combat tool. Some content was also ripped
off from or inspired from the pathfinder VSRD, and the variant devouring and digesting rules

BETA NOTES:
These rulesets are currently unfinished, and I am perpetually looking for feedback. Before you comment, please
review the sections below that go over my thoughts on the rules and balance. Although I am expecting the rules
and classes to be unbalanced in comparison to core DnD, I am hoping for abilities, classes, spells, etc. to be
relatively balanced in the context of these rules. Or at the very least, not wildly unbalanced that it trivializes all
other similar abilities.

In this section I will try to keep a running tally of what things are currently either unfinished, or have been
neglected and need significant review:
That’s a lot of pages!
Yes it is! However this is designed in a similar manner to the PHB: Generally speaking, there are not many new
rules, and the huge page length merely adds on a lot of potential modular options, mostly in the form of a new
class and subclasses for core classes, new spells, and new feats. A player only needs to know what they pick for
their class, keeping the operational complexity low. Or at least, lower.

A Universe of Consumption:
These rules were designed with my own campaign setting in mind known as the Tempest Isles. This setting, and
by extension these rules, directly reflect many of my own personal preferences and have definitely biased the
rules towards what I enjoy. Without getting into details (that I will hopefully one day include in another document),
the broad strokes are voracious sexy monstergirls and big bellies, with a focus on both fatal and non-fatal vore
and straying far away from the more ‘filthy’ post-vore side of things. Although the rules may be adapted and
tweaked for any dnd setting with relative ease, keep in mind my inherent bias when reading the rules and
wondering why some things are or are not included.

Discuss and Lay Boundaries


There are some feats, classes, and content in these rules that may not be everyone’s forte. Non-fatal content,
lewds, absorption, alt-vore, reformation, transformation, and so forth. I tried to design these rules with the design
philosophy that most archetypes, feats, and spells are self contained and are easily taken out or banned without
affecting the overall structure.

Steal and Write your Own!


I am writing these rules as a labor of love. Just as I have adapted much from Devouring and Digesting, Alt
devouring and digesting, the VSRD, and a few other vore rulesets, I expect and hope for someone else to come
along and adapt my rules into their own supplement or edit this ruleset to fit their own personal fetish tastes or
powerlevel preferences. Although I would appreciate the callout (as I have done for others) giving me and the
other original creators credit for the many months of hard work poured into these rules.

I hope these rules fuel further fun fetish fantasies in the years to come!
World Assumptions:
These rules make a few assumptions about vore and the world as part of its rules philosophy.

Predators can decide whether to digest or not:

In these rules, digestion is not required. This is to facilitate non-fatal play, without being punished through a “feat
tax” in getting it or certain classes.

All PC’s and NPC’s can be predator and prey

Meet and Eat


This section contains all the core rules of the supplement, as well as many optional rules to include or not include
depending on your groups personal preferences.

New Rules and Statuses:


This section contains all the rules and statuses necessary to use this module:

Double Proficiency:
There are multiple instances of classes, feats, and content adding “double proficiency” for acrobatics, athletics, or
other skills. These additions are considered to be equivalent to DnD’s Expertise features, and cannot be stacked
with expertise or each other.

Defeated Condition:
These rules purposefully contain many options to non-lethally subdue a foe. A live squirming prey to gulp down is
far more interesting than a dead or unconscious one after all! For this purpose, a new incapacitated state is
added: The Defeated State.

When a foe is brought to 0 HP by a player character through any means (including lewd damage, range damage,
spells, and so forth) instead of being unconscious or killed, they may instead be put into the Defeated state.
Defeated foes follow all the same rules as being unconscious: They are incapacitated, it drops whatever its
holding and falls prone, it fails dex and str checks, all attacks vs it gain advantage, and attacks within 5 feet are
critical hits.

However, defeated foes are still considered conscious. They cannot move in any significant amount, but they can
weakly speak and struggle until they regain 1HP. If left alone, they may be able to crawl at a rate of 5’ per turn at
DM’s discretion.

Willing Condition:
In these rules, there are many spells and effects that refer to a creatures “willingness” to be devoured. If a
creature is willing, it means they are perfectly ok with being devoured by select creatures, likely due to thinking of
them as trusted allies or lovers, and may have the new Willing condition upon them.

Outside of effects that specify a creature’s willingness (often as part of charm effects), it is always the creature's
right to decide if they are willing or unwilling. Generally, all creatures are considered to be unwilling, unless
otherwise specified by them or an ability, and thus all normal vore rules apply to them.. This is also done on a
case by case basis. A creature can be willing to be devoured by one predator, but not another. A creature can, at
any point as a free action on or outside of their turn, declare if they are willing or not willing to be devoured by
another creature.

The willing condition has the following effects:

 A predator no longer needs to grapple you in order to initiate a devour contest.

 You are considered to auto-fail all devour contest checks

A note on willing condition and being charmed:

Being charmed in relation to vore is a difficult thing to determine. There are many factors to consider, such as
how the world views vore, how dangerous it is, and so forth. These rules should be adapted depending on the
universal context. However in general, charms should be considered as follows:

Charm effects generally cause creatures to act as a friendly acquaintance, or a trusted friend. As such, due to the
often dangers of vore, most charmed creatures will still resist being eaten, and consider being devoured as a
hostile action on par with someone attempting to strike them with a sword.

Due to this, charmed creatures are never willing targets unless directly specified by the spell or effect. The GM
can overrule this when it makes sense.

Thus when a creature does not consider devouring as a hostile action due to an effect but is not a willing target,
they may still resist being eaten. If a predator continues trying to devour an unwilling target, the GM may rule that
it breaks the effect of the charm as it suddenly becomes a hostile action.
Swallowed Condition:
When a predator succeeds on a devour contest vs a creature, that creature gains the new Swallowed condition.

 You have disadvantage on all skill checks

 You are Restrained

 You have total cover from outside effects and cannot see outside of the creature and stomach you are
within.

 You automatically move where a predator does and are considered to be in the predator's same square,
and adjacent for the purposes of ranged attacks.

 You must make successfully make a concentration check vs the predators stomach AC before casting a
spell. If you fail, you do not cast the spell, but you do not lose the spell slot or other resource.

 If you are concentrating on a spell and the creature your swallowed by takes damage, you must make a
concentration check at DC 10 or ½ the damage, whichever is higher.

Devouring/Devour Contest condition:


Also colloquially referred to as the “nomming” condition, this condition simply means you are in the process of
devouring someone through a devour contest or being devoured by someone else. So long as you remain in a
devour contest either as predator or prey, you suffer the following effects from the devour contest condition:

 You are restrained, and grappled if you are prey.

 You are locked into a devour contest, either as predator or prey. Keep track of successes per the
devouring rules for both pred and prey

Lewd Damage:
These rules are designed around players being voracious and often lewd creatures. As such, A new damage type
is added; Lewd damage. This damage is done solely by various “lewd” attacks. Inanimate objects are considered
immune to lewd damage.

Attacks that deal lewd damage reflect them doing various lewd things to their opponent: Fondling breasts, licking
and caressing curves, nibbling or blowing on their ear, spanking their ass, penetration, hip-checks, and so forth.
The damage represents your opponents will crumbling before the face of your pleasurable strikes and actions,
until they climax or otherwise give in.

In addition, upon bringing an opponent to 0 HP with a lewd strike, they must make a constitution saving throw
equal to ½ the amount of lewd damage they suffered beyond 0 HP or DC 10 (whichever is higher) or suffer a
powerful orgasm that gives them one level of exhaustion. Regardless of if they pass or fail, the opponent is
always brought to the Defeated state: They cannot be chosen to be killed or knocked out. This exhaustion cannot
exceed 5 levels of exhaustion for any reason.

Some weapons and effects may do lewd damage. In addition, upon GM approval, pre-existing spells and effects
that deal damage can be fluffed to do lewd damage instead.

In addition, all players gain a new unarmed attack that is based off of their charisma modifier to hit and that they
are considered proficient in.

Unarmed Lewd Strike: 1d4+charisma bonus damage

This attack follows all rules for unarmed strikes, can be done whenever you could do an unarmed strike, and
improves in damage if your unarmed strike ever improves in damage.

Note: It's recommended you allow based unarmed damage to be equal to 1d4+str damage, as to make it up to
par.

New Rule Addendum: Grappling above your weight class


Per RAW, a creature can never grapple a creature larger than one size larger than itself, meaning a medium
sized creature could *technically* never grapple and devour a huge size creature. Because this means many
devour-focused characters essentially become useless as they become unable to grapple to devour their
opponents, the grapple rules are changed to the following:

A creature can attempt to grapple creatures up to one size larger than itself with no penalties. A creature may
attempt to grapple creatures that are 2 or more sizes greater than itself, but suffers disadvantage on its grapple
checks.

New Stat: Stomach AC:


Some actions may reference Stomach AC. When attempting to attack while stuck inside a creature, you may
need to roll against the creature's stomach AC. Stomach AC is calculated as the following:

Stomach AC = 10 + con mod + proficiency mod


New Action: Devour
When you want to swallow a creature, you can use the Attack action to make a Special melee Attack, a Devour. If
you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. A creature must be
grappled, restrained, or otherwise unable to move or have a moment speed of 0 to target them with this attack.

You must make a Strength(Athletics) Or Dexterity (Acrobatics) check contested by the target's Strength(Athletics)
or Dexterity(Acrobatics) check (the target chooses the ability to use). The prey may choose to be willing and
automatically fail this test. If you succeed, you and the target enter a Devour Contest, and you gain a single
success on the devour contest.

Note: Just like the Grapple and Shove actions, you can replace any number of your attacks that are part of your
attack action with devour attacks.

Devour Contest
During a Devour Contest, you continue the grapple (or start one, with predator as grappler) and both you and the
target are restrained as you attempt to overcome the prey. During this contest, you can use the Devour attack
again on the same target on subsequent attacks and turn. If you succeed, you can mark a single Success.

These successes represent how close the predator is to consuming the prey, or how close the prey is to
escaping. The predator can choose to end the contest at any time, releasing the devour contest (but not the
grapple if they are also grappled).

On the prey's turn, they can take their turn normally, or use their action to Escape the devour contest. They make
a Strength(Athletics) or Dexterity(Acrobatics) check (their choice) contested by the predators Strength(Athletics)
or Dexterity(Acrobatics) check (the target chooses the ability to use). If they succeed, they can mark a single
Success.

The number of successes a predator needs to devour prey of the same size is 3. For every bulk size the prey is
above or below the prey is compared to the predator, the number of successes increases or decreases by 1. The
number of successes needed can never drop below 1.

To successfully escape a predator, the prey needs to gain successes equal to the predator’s current successes.
If they ever reach equal successes, the prey escapes.

This does mean if a large prey is attempting to devour a prey with a small bulk size, the small prey may not even
get a chance to escape as they gain the first success and instantly devour the prey. Once the requisite number of
successes are reached, the prey is swallowed and gains the swallowed condition.

Note it is technically possible for multiple devour contests to be ongoing using multiple orifices (or other abilities).
In this case, treat each one separately. If attempting to devour multiple prey using the same orifice, use one roll
vs all targets in that orifice.
Devouring Flow:

Below is the step-by-step instructions for devouring and digesting a creature:

1. Predator must successfully grapple prey creature. If a Predator has a feature that allows them to devour a
creature without grappling, skip step 1.
2. Once creature is grappled (or if you have a feature that allows you to devour without grappling), you may
attempt a devour attack. Upon a successful devour, you gain 1 (or more) successes and are now locked
into a devour contest.
3. Predator must reach required successes to swallow prey. Usually, this is 3 for a creature of a bulk size
equal to the predators size, but can be raised, lowered, or changed based on size difference or features.
Alternatively, prey may reach required successes (3) before the predator does, and escape the grapple
and devour, or predator may be knocked out/killed to immediately end the devour contest.
4. Once predator reaches the required successes in the devour contest, prey is swallowed. Predator may
now deal digestion damage at the end of their turns, and prey may only take prey actions.
5. Once prey is brought to 0 HP, they are put into the defeated state.
6. Once combat is over, the predator may begin digesting and processing their meal according to the
digestion table.
7. Once their meal is fully digested and processed, the prey no longer takes up capacity and they gain the
appropriate benefits for digestion according to the “benefits to a healthy diet” table.

Devour Action and incapacitated creatures

The devour action assumes you are attempting to devour unwilling and conscious creatures. If the creature is
unable or unwilling to resist, you do not need to grapple them first in order to start a devour contest. To specify
when this is commonly applicable:

You do not need to grapple creatures that automatically fail ability checks, or strength and dexterity saving throws
in order to start a devour contest. This includes but is not limited to: blinded, unconscious, paralyzed, petrified,
and stunned

Digestion
Once a predator successfully devours a target, Digestion may begin. Although referenced as digestion, in combat
this digestion is considered more to be a suppressing combination of pressing stomach muscles and acids that
weaken prey and saps their strength, hampering their ability to meaningfully fight back.
At the end of their turn, a creature may inflict 1d6 + con mod digestion damage to all creatures in 1 or more
digestive organs of their choosing inside of them. This digestion damage is considered acid damage, unless
otherwise specified.

Digestion damage improves at later levels, to 2d6 at lvl 5, 3d6 at lvl 10, and 4d6 at lvl 15, and 5d6 at lvl 20.

The predator always has the choice whether or not to digest all targets within their stomach or other organ, and
can theoretically hold onto prey inside them for as long as they can hold them with little ill effects (beyond food!).
A creature cannot selectively choose which targets to digest in a stomach or organ; It's all or nothing.

A creature reduced to 0 HP by digestion is considered defeated and cannot take any further digestion damage
and does not take death saving throws unless damaged by a non-digestive source. However, defeat is not the
end. It takes a long time to process meal. if a predator is forced to release their defeated prey during combat or
before they are absorbed, they are spit out in a stable state.

Absorption:
Once combat ends and the prey is at 0 hp (or otherwise unable to resist further), the prey is at the predator's
mercy, and may be put into the “absorbing” state at any point they wish to begin fully processing them. In general,
a prey will live for ¼ of the digestion time before truly expiring, and if spit out during this time they are considered
to be in stable condition.

Depending on the size of the meal, it may take shorter or longer for the predator to completely process and
absorb their prey's nutrients into their body. Refer to the digestion table below for the time it takes to pack on the
pounds.

Meal Size Absorption Time: Nutrition:

Below ½ capacity <4 hour <3

1/2 Capacity to capacity 8 hours 7

Above Capacity 16 hours 14

Maximum Capacity (And 24+ hours > 28


Above)

Optional Rule: Alternate Digestion Damage

As a variant rule if you want to roll more dice to be more in line with the general random damage theme of DnD,
you may instead calculate digestion damage as such:

At lvl 1, digestion deals 1d6 + con mod digestion damage. This upgrades to 2d6 at lvl 5, 3d6 at lvl 10, and 4d6 at
lvl 15, and 5d6 at lvl 20.

Optional Rule: Faster/Slower digestion

These rules have a specific image of digestion as a slow churning process, with plenty of time for prey to struggle
within their captors guts before they expire (or perhaps indefinitely!), and with feats/subclasses to alter this to a
players preferences in both directions. However, some may desire faster or slower digestion across the board!

Though it is easy to change the numbers around, some classes and features are balanced around the
expectation that digestion takes a significant amount of time, changing the digestion timeframe can cause severe
problems and make some classes much better, and others much worse, and invalidates some classes and
subclasses entirely (such as essence absorber Predator). Thus, changing digestion times is not
recommended.

Still, if you want to increase the speed of digestion, the following rulesets are recommended as the easiest to
implement to fulfill the general digestive mindsets:

Instant Digestion: Digestion is more akin to representing prey rapidly melting away rather than sapping their
strength. This entirely breaks a lot of the balance around prey surviving until post-combat.

When a creature reaches 0 HP inside a gut, they begin to take death saving throws. Upon expiring, they are now
digested and processed within a number of minutes listed by the digestion chart, rather than hours.

Rapid Digestion: Digestion fits in better with standard DnD rest mechanics, but can alter class and feat balance.

All creatures and characters gain the effects of the swift digestion feat.

Slow Digestion: Digestion becomes a multi-day affair for all but the smallest meals, but grants some benefits to
predators to compensate.

All creatures and characters gain the effects of the slow digestion feat
Ponderous Digestion: Churning up a meal your own size now is an extraordinary effort, representative of
actually consuming such a large meal.

In addition, you are considered fed for a number of days equal to the nutrition of the meal.

In general this table is meant as a generalization, and may be altered as the DM and group see fit for particular
situations.

Prey Actions and Escape


While a character has been swallowed, it may continue to take actions on its turn. It may do one of the following:

Attack: A prey can always attempt to attack the stomach walls with any weapons they were swallowed with, or
any natural weapons or unarmed strikes they possess to try to cause painful indigestion to the predator. This
follows normal attack rules, though prey are likely restrained and have disadvantage. If the predator reaches 0HP
through this damage, they are considered defeated.

Cast a Spell: A swallowed prey can attempt to cast spells from inside their opponent's stomach. To cast a spell
inside a stomach, make a concentration check vs the predators Stomach AC as the DC. Failure indicates you are
too distracted to cast the spell, although you do not lose the spell slot or other spell resource.

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.

Escape: A swallowed prey can attempt to escape from a mouth or stomach as an action. The prey rolls strength
(athletics) or dex (acrobatics) vs the predators Strength(Athletics) or Dexterity(Acrobatics) check (This is at
disadvantage due to swallowed condition). If their check is successful, the prey is considered to be in an escape
contest with one success with the predator. This functions identically to the devour contest, including causing
both predator and prey to suffer the Devour contest condition, except the predator needs to get a number of
devour successes equal to the number of prey’s successful escapes in order to swallow them back down.

Struggle/Massage: When all else fails, a prey can thrash around as violently as possible to upset their
opponent's stomach or arouse them. They may roll a strength (athletics) check or Dexterity(Acrobatics) check vs
the predators Strength(Athletics) or Dexterity(Acrobatics) check (likely at a disadvantage due to swallowed
condition). If their check is successful, the predator has disadvantage on their next attack or skill check until the
end of their next turn as they are distracted by the thrashing or massaging, and move at ½ speed.

Special: most actions should fall into the above categories. If it does not, or if it a special feature that can be
done while swallowed, it may be able to be done as a prey action.
Capacity
A creature's capacity depends on its size, and defines how many prey it can comfortably fit inside its stomach. As
a creature's capacity increases, so too does their strength and body in order to hold prey relatively
unencumbered. A higher capacity also indicates a quicker digestion time, and also makes them require
increasingly large amounts of food to sate their exponentially increasing metabolism. Certain creatures may have
special traits that allow them to defy these rules, and certain spells may affect capacity.

A creature's Maximum Capacity is equal to twice its Capacity. A creature can attempt to devour a creature that
would bring it past its maximum capacity if it can somehow reach it and successfully grapple it.

To calculate how full you are, add up the bulk of every creature currently in your stomach, and compare it to your
own capacity. This does not include creatures inside of other creatures (as they already have calculated them
into their own bulk!)

Capacity by Size

Size Capacity

Smaller than Tiny 1/2

Tiny 1

Small 2

Medium 4

Large 8

Huge 16

Gargantuan 32
Larger than 64+
Gargantuan

If a creature were to ever get a capacity that’s larger than Larger than Gargantuan capacity, it doubles its
capacity, and may do so for every step of capacity more than larger than gargantuan.

Similarly, if a creature ever gets a capacity that’s smaller than smaller than tiny, it reduces its capacity by 1/2.

When over capacity, a creature's speed is reduced by half. They also have Disadvantage on Stealth and
Acrobatics checks, as well as Dexterity Saving Throws. In addition, all attacks gain advantage against them.

If a creature is ever over maximum capacity, it suffers all the effects of being over capacity and is also considered
restrained (immobile, all attacks have advantage against creature, all creatures attacks have disadvantage) until
it is no longer over maximum capacity.

Once a creature is put into the absorbing state, they continue to count towards a predator's capacity until they
have been fully processed per the digestion time chart.

Bulk:

Your bulk determines how large you are, and how difficult it is for other predators to eat you. For most creatures,
bulk is equal to your size, but some creatures are larger than most their size or otherwise harder to devour. In
addition, as predators get more filled, it becomes harder and harder to consume them.

You calculate your Bulk as the following:

Base bulk size = Your size + bulk modifiers

Bulk = Capacity for your Base Bulk + Bulk you are filled with

You will also want to refer to your bulk in terms of size, in which case use the following:

Bulk Size = largest size that has capacity ≤ your bulk

When the total capacity of all prey contained within a predator exceeds the capacity for the predator's bulk, that
predator counts as one size larger for the purposes of other predator's devour attempts and capacity. When this
occurs, their new bulk becomes the capacity value for that size category. This effect increases to two sizes larger
if over the next size category's capacity, and so on.
Your bulk also becomes how difficult you are to consume. You are considered to be as large of a creature as
your bulk size entails for all purposes of being grappled and devoured.

Ex. A medium size creature with medium bulk (capacity 4) consumes two medium size creature with medium bulk
(capacity 4) Because they are now filled with 8 capacity, their bulk now increases to the next size (large) and their
new bulk equal to a large size creatures capcity, which is 8.

Alternative Methods Of Consumption


Sometimes you want to consume a prey with a different orifice than just your mouth, such as with your cock, ass,
breasts, tail, pussy, etc.

In all cases, treat the rules the same. The target must be grappled, and then a devour check is initiated by the
predator. Then, the predator declares what orifice they are attempting to devour them with. If they are successful,
the end location will likely be different from oral vore.

Each location will follow the same rules for digestion, but with obviously different effects (sexual locations may
result in cum digestion, or milkification. Tail Vore leads to the stomach, while Anal Vore to the intestines.). Player
groups may decide certain places are incapable of true digestion, although they should still be able to deal
digestion damage to allow predators to suppress their prey. Player groups might also decide against certain types
of alternative vore.

No matter the location, each prey still counts towards overall maximum capacity. However, each location can
decide to digest or not digest independently. For example, a predator could choose not to digest the girl in her
womb, while also choosing to digest her meals in her stomach.

Disposal
Once a creature has been completely digested and processed, their entire bodies is assumed to have been
absorbed into the predator, bones and all. However, some harder materials may make their way through the
digestive tract, such as metals, stones, and so forth.

Some groups may decide on different disposal preferences, such as bones not being digested and so on.
However these rules will not deal with any mechanical implications of the “aftermath”.

Regurgitation And Escaping


At any time, a Predator can use their action to Regurgitate a single occupant. A regurgitated occupant appears
prone in an adjacent location of the predators choosing.
If a predator is slain or knocked unconscious, occupants can escape by using their action and entire movement,
exiting prone.

Recommended Optional Rules:


This section contains all the recommended optional rules for this game. They are listed as optional as they add
some minor complexity to the game and can be easily removed.

A full list of other optional rules is listed (HERE), with the Nekomancers DM’s Aide

Optional Rule: Critical Vore!


When using these vore rules, devouring becomes another core form of combat. But per RAW, skill checks cannot
crit. However, this makes for a bit boring 1’s and 20’s when attempting to devour prey! To make this more
exciting, use the following rules:

Devour checks can crit upon rolling a natural 20, or critically fail upon rolling a natural 1. Upon a predator rolling a
critical failure in a devour check, the test always fails, which may result in them escaping outside of their turn! On
a critical success, the predator always succeeds and gains one additional devour success.

For the prey, on a critical failure roll on a devour resist check, the prey always fails. On a critical success, they
always succeed and gain one additional escape success.

Should both parties critically succeed or critically fail, nothing happens as they remain locked in a stalemate.

Optional rule: Expanded Unarmored Rules (Nude defense)


In creating these rules, many characters are created around the image of a lightly armored and sexy monsterfolk,
yet the rules often mechanically incentivize wearing bulky armor. When you are looking for less armor and more
skin in your game, use the following rules:

When wearing no armor or shields (clothes are allowed), all player characters can choose to calculate their
unarmored AC as the following:

Unarmored AC = 10 + dexterity mod + charisma mod OR constitution modifier

In addition, if you gain an unarmored AC or natural armor AC from your class, race, or feats, this feature
upgrades to become Greater Unarmored AC. You are able to choose between your normal unarmed defense or
natural armor AC with a flat +2 bonus to its AC, or the following (provided you are not using a shield or armor)
Greater Unarmored AC = 12 + dexterity mod + charisma mod OR constitution mod:

Note: This does, on average, increase AC across the board. Groups can choose not to use the greater
unarmored AC portion to reduce number creep, but in doing so martials are the ones most punished for this.

Optional rule: Additional fetish feats:


People are likely playing with a vore module to engage in vore and other fetish behavior, and thus should be
encouraged. The Nekomancer recommends the following rule:

At character creation, all characters gain a fetish feat. Characters receive fetish feats as they increase in level.
Whenever a character gains an ability score improvement, they also receive an additional fetish feat alongside
the ability score improvement.

(this means most characters gain a free fetish feat at lvl 4, 8, 12, 16, and 19, but some classes like fighter and
rogue may gain more fetish feats than others due to having more ability score improvements. This also means
that a character could spend their ability score improvement on a fetish feat alongside the free fetish feat they
gain.)

If a group is looking for something different, groups could instead decide to make fetish feats rewards for
impressive acts of gluttony, such as devouring special bosses, huge meals, becoming a meal, etc. Groups may
also be interested in creating their own progression system for fetish feats, giving them out less or more
frequently.

Fetish Feats and Progression


All characters now have access to fetish feats. These feats can be taken instead of a normal feat anytime they
would receive a normal feat.

Arcane Siphon

Prerequisite: At least one spell slot

Your stomach is protected with powerful and mysterious wards that imprisons your prey and siphons off their
magical energy. You gain the following benefits:
 Once you finish digesting and processing a spellcaster, that spellcaster's list of prepared or known
spells is available to you. You lose access to that list after 24 hours. You may only cast a spell from
the list if you have a spell slot of the appropriate level.

 As an action, you can siphon off the magical energy from your prey. You deal your digestion
damage in psychic damage to a creature inside you, and can immediately cast a spell you have
prepared or know that takes an action or bonus action as part of this action. This feature may be
used once per long rest.

Anti-Magic Prison

Your stomach is the doom of all mages, as they quickly find themselves unable to rely on their spells as your
stomach gurgles around them and drains their power. You gain the following benefits:

 Creatures and objects inside your stomach can't be detected by magical means, such as Scrying or Locate
Person. Spells that attempt to do so fail.

 All concentration checks are made with disadvantage inside your gut.

 You gain resistance to all damage done from spells and other magical effects done from inside you

 You have advantage on all saving throws against spell effects from spells cast inside your belly.

 Teleportation spells targeting creatures within your belly no longer have any effect, and always fail. A
creature within your belly cannot escape your body through any means of teleportation.

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. If
successful, you gain one additional success on this devour.

Aerial Predator
You're able to use gravity to its full effect to gulp down prey through one orifice or another. You gain the following
effects:

 When falling down above a creature's head or body, as an attack you can attempt to land upon an enemy
below and roll a devour test without grappling them first. If you are falling down from 40 feet or greater, you
gain an additional success on a successful devour check. If you are falling down from 80 feet or greater,
you gain two additional successes. On a failure, you fall on the ground prone and adjacent to the enemy,
expend all remaining movement you have, and take falling damage equal to 1d6 for every 10 feet you fell,
to a maximum of 20d6 and a minimum of 1d6 damage

 When an enemy falls from above you and will land on or adjacent to you, you can attempt a devour check
as a reaction without grappling them first. Upon success, you gain one additional success in the devour
contest. If two aerial predators are attempting to use this feat on one another (one from below, one from
above), the one on the ground/below will get the first attempt.

Assimilation

Characters with this feat can steal the abilities of those they eat. When you finish digesting a creature, you may
choose one of the features it possessed and adapt it into your own body. These abilities scale to your size and
level at DM’s discretion. You may only have one assimilated bonus at one time. You may acquire one of the
following:

● A movement speed (fly, swim, climb or burrow)


● A natural attack
● Its natural AC
● A special sense (darkvision, scent, etc)
● A resistance

Should you ever be killed and then revived, you lose your assimilated bonus upon resurrection or reformation.

Note: If you have the absorption feat, it should generally be allowed to absorb and assimilate a creature at the
same time.

Belly Shield

You are most comfortable when sporting a massive belly, and are able to use your own mass to ward off attacks.
You gain the following ability:

 When you are filled with greater than your base bulk’s worth, you are considered to be in half cover
against all attacks.

Belly Pet
There is no place like home, and no home as comfortable as a cozy squeezing belly. So much so that you can
form a supernatural connection with your “home”. You gain the following abilities:

 While inside a creature who is willing to make the connection, you can spend 1 hour making a connection
with your predator, massaging and doing other rituals to solidify your bond with your predator. At the end
of an hour, this creates a Belly Home. Upon being digested by your predator that you have a belly home
connection with, your soul moves to reside in your predators guts, and the predator can interact with you
as if they had the absorption feat: This means they can mentally speak with you, and the predator of your
belly home can choose to reform you after consuming a meal of similar size to you and taking a long rest.
This belly home lasts until you spend a long rest outside of it. You may only have one belly home at a time,
and creating a second belly home replaces the first.

 While inside your belly home, you no longer need to eat or drink. In addition, you regain all your hit dice on
a long rest rather than half.

 Once per long rest, you can teleport into your belly home as if the predator casted Bellyport Ally on you at
DC 15 or your spell save DC, whichever is higher.

Belly Rub

 As an action, the user can pick a creature within 5ft that has someone inside them and massage at their
victim's outline to either enhance or neutralize digestion. All prey inside their belly gain resistance or
vulnerability to all digestion damage until the start of the helper's next turn, declared by the belly rubber.
(This can be used on yourself, another creature, or someone that you are inside of.)

 Whenever you could take the struggle action, you can instead choose to Massage. You provide the
predator with advantage on a single attack, grapple or devour test, or saving throw until the end of their
next turn.

 Your massaging skills are quite excellent and give you advantage on persuasion, deception, insight, and
other social checks while you are able to leverage your skills.

Belly Mage

A massaging or churning belly does little to distract you from your magical focus. You gain the following abilities:

 While inside a belly, you gain advantage on all concentration checks, and you do not need to make
concentration checks to cast a spell if you have not suffered damage since the end of your last turn

 While inside a belly, you do not have disadvantage on ranged spell attacks vs your predator.
 While inside a belly, you add your proficiency modifier to all spell damage, and to all healing spells.

Belly Fighter

No longer do the squishing walls of a belly compress you into a feeble state. You have learned how to position
yourself and press back against the walls enough to give you space to fight back! Or at least, to struggle and do
your actions without as much resistance! You gain the following effects:

 While you are inside another creature, you are no longer restrained. Instead, all attacks against you gain
advantage, and your speed is 0 as you are still trapped within a belly, even if you are able to move around
a bit more freely!

Bloodhound

Your sense of smell is superb, able to track down any prey that think they can hide from you. You gain the
following effects:

 You are proficient in survival

 You can spend a bonus action on an adjacent creature or an item bearing their scent or other unique
distinguishable trait. Doing so marks the creature for 24 hours. While you have marked a creature, you
have advantage on all ability checks to track them. If you use this ability again, you replace the old scent
with the new one.

 You can detect invisible or concealed creatures whom you have marked through this feat within 60ft, and
do not suffer disadvantage on attack rolls against said creatures because of concealment or invisibility

Chaotic imbuement:

You are imbued with chaotic energies which can be channeled for powerful, if concerningly unpredictable, effects.
You gain the following features:

 Once per short or long rest, after hitting a creature with a ranged, melee, or spell attack roll, you can imbue
the strike with chaotic magic. For that strike, you may gain an additional 1d12 damage, and roll a 1d100 on
the chaos magic chart after you deal damage. You may then choose to apply the effect to yourself, or to
your target.

Comfort in Digestion

Due to your body, or experiences, you have learned how to take pleasure in digestion and last longer in a
churning belly!
 When you suffer digestion damage, you can use your reaction to feel empowered, and gain 1d4 to any roll
until the end of your next turn.

 You have resistance to non-magical digestion damage

Compress Belly

You are able to compress your prey in a way that hides their outline to all but the most keen observers, and even
muffles sounds. You gain the following abilities:

 Creatures and objects inside your belly count as one size smaller while inside you for the purposes of how
much capacity they take up.

 Your belly suppresses sounds, making it impossible for those who are not adjacent or have their ear up to
your belly to hear. Unless you desire otherwise.

 When your belly is small enough, people often will not suspect you have eaten someone, and depending
on capacity may not even give your belly a second glance.

 While equal to or under ½ capacity, your belly looks more pregnant, fat, or otherwise bulky. It may draw
some attention, but most common folk will not instantly assume you’ve eaten someone. If they do have a
reason to suspect or otherwise notice something strange, they will require a DC15 perception check to
confirm their suspicions.

 Above ½ capacity, this feat no longer works to effectively hide prey, although your belly is still smaller than
expected!

Deliciously Delectable

Your curves are divine, your scent delectable, and your taste is pure ecstasy. One seductive glance or slight lick
is all it takes to send predators (and even non-predators!) wild. You gain the following effects:

 You’re adept at convincing predators to eat you, and gain advantage on all persuasion and performance
tests that involve leveraging yourself into a meal/belly pet/etc for a predator.

 While grappling or devouring you, or being grappled or devoured by you, a creature suffers disadvantage
on all tests that don’t involve you.
 A predator needs one more success than normal to successfully swallow you as they savor your taste and
feel.

 Predators will sense your delicious nature, and will more often approach you as a potential meal, or
potential belly pet.

Digestive Ecstasy

Your stomach is not merely pleasurable, it’s orgasmic heaven. Every touch of digestive juices is enough to
change the tune of even the most fearful, stoic, and resistant prey. Melting away has never felt so good. You gain
the following effects:

 Your digestive juices are incredibly pleasurable and distracting. As a bonus action, you can make your
digestive juices intoxicating. All prey inside your belly make a wisdom save vs 8 + your charisma mod +
proficiency mod or your spellcasting mod, whichever is higher. On a failure, they are considered stunned
for that turn as they are overwhelmed with pleasure, and unable to effectively take actions. Failure of three
of these saves in a row means they succumb to the pleasure, and are considered incapacitated until
digestion stops or they are digested.

 Creatures inside you roll at disadvantage when trying to break free from the charmed condition or other
charm-like effects.

 Your stomach now deals lewd digestion damage. You may suppress this to deal normal acid/bludgeoning
damage instead.

Elemental Belly:

Your belly has strange, elemental properties that aid it in suppressing and digesting your meals. You gain the
following effects:

 Pick a damage type between lightning, fire, cold, and poison. You roll an additional 1d6 digestion damage,
and may make your digestion damage count as your respective chosen element.

Egg Entrapment

Your body is able to entrap your prey into eggs, making them easier to manage. You gain the following effects:

 Upon finishing digesting and processing a creature, bringing a creature inside you to 0 hp, or if a creature
otherwise does not resist, you can decide to begin reforming them in an egg somewhere within your body,
or begin forming an egg around them and trap them within instead of digesting and processing them. Upon
finishing a long rest, the target is fully enclosed inside an egg. They are considered blinded, restrained,
and incapacitated. They do not require food or water while inside an egg inside a predator, and do not
require food or water for a year while outside a predator. They also are considered one size smaller for
purposes of capacity due to their tight compression in an egg.

 A creature with an egg inside them can choose to release a target out of an egg over the course of one
minute as their body acids gently dissolve the egg without harming the individual inside.

 While outside a creature, an egg can be smashed open with a athletics check vs DC 15.

 While outside a creature, a creature in an egg can attempt to break free once every 24 hours with a
athletics check vs DC20

 These eggs are considered objects for purposes of spells and effects, until broken.

 A creature with only a number of eggs inside them equal to ½ or less of their capacity can pass off as
pregnant without difficulty

Escape Artist

Prerequisite: Size Small or Smaller

Thanks to your size, you're often targeted by hungry predators. As such, you've developed a number of counter
techniques to thwart those who want you as a bite-sized snack. You gain the following benefits:

 If a predator would successfully swallow you as pard of a devour contest, you may use your reaction to roll
an escape attempt following escape rules for a devour contest. On a success, the enemy does not count a
success.

 When you have the swallowed condition, you do not have disadvantage on your ability checks.

Energy Drain

You can sap the energy from your prey rather than digesting them down for nutrients. You gain the following
ability:

 Anytime you are digesting a prey, you can declare to energy drain them instead. Your digestion damage
becomes psychic damage, and this is considered magical damage for the purposes of overcoming
resistances. Creatures incapacitated and digested through energy drain follow the same rules as normal
digestion. However, the prey is no longer considered expired, and instead remains defeated during this
time. Once fully processed, the prey gains one level of exhaustion, and cannot be energy drained again for
another 24 hours.
 When you use this feature to digest and process, you gain all the normal benefits from digestion, including
special features that rely on digestion.

 As an action, your gut can sap the energy from your prey. All creatures of your choice in you must roll a
wisdom saving throw vs 8 + your cha mod + proficiency mod or your spellcasting modifier, whichever is
higher. On a failure, they take 3 levels of exhaustion, up to a maximum of 5 total levels of exhaustion. You
cannot use this feature again until you finish a short or long rest.

Empowering Prey

Your presence in a predators belly is enough to turn the meekest of predators into confident dominators. And you
are particularly nutritious… You gain the following effects:

 While inside a creature, you may extend feelings of pleasure and confidence as a bonus action. They gain
a advantage to all skill checks, saving throws, and attacks until the end of your next turn. You may do this
once per short rest.

 Your predator finds themselves more comfortable in social situations with your reassuring and pleasurable
presence inside. They gain advantage on performance, persuasion, intimidation, and deception checks.

 Upon being digested, your predator gains an amount of temp HP equal to your level + charisma bonus.

 Due to your approachable presence, predators will more often approach you as a potential meal, or
potential belly pet.

Experienced Predator

Incompatible with Experienced Prey

You have consumed countless meals, willing or otherwise, and have learned how to more effectively devour your
prey. You gain the following effects:

 You become proficient in either athletics or acrobatics, and if you do not already have double proficiency
for your chosen skill, you gain double proficiency for it.

 Once per short rest, you may give yourself advantage in a devour check as predator.

Experienced Prey

Incompatible with Experienced Pred


You have been eaten, or at least a target for predators, more times than you can count. This experience has
given you insight into how to avoid being eaten, or at least control who eats you. You gain the following abilities:

 You become proficient in acrobatics OR athletics if you were not already proficient, and gain double
proficiency for your chosen stat.

 Whenever you have the willing condition, you can choose to give any predator devouring you two extra
successes.

 Once per short rest, you may give yourself advantage in a devour contest as prey.

Eyes of the Pred

Your uniquely empathetic nature lets you cross the pred/prey divide and gain an even closer bond with your
predator. While you have the swallowed condition, and if your predator is willing, as a free action you are able to
establish a bond with them to see out of their eyes and feel their senses, allowing you to do the following abilities:

 You are able to cast spells as if you were standing in the predator's square without the swallowed
condition, as you channel the magic through their eyes and body.

 You and your predators spoken words become unnaturally clear to one another, and you are always able
to hear each other.

 You are able to project your voice out from the pred as if you were speaking from the preds mouth.

 You no longer need to make concentration checks when casting spells inside of them, so long as you have
not suffered digestion damage since the end of your last turn.

 When you make concentration check while you are inside a friendly or otherwise allied predator, you gain
your predator's constitution modifier as a bonus to your concentration saving throw.

Feeder

You not only adventure with predators, but you also actively encourage their glutenous habits. You gain the
following effects:

 Whenever you make a shove action, you can push a target creature into a creature adjacent to it that isn’t
yourself. The adjacent creature automatically starts a devouring contest with the target creature as
predator. If it was already in a devour contest, it adds one success to the devour contest.
 You may try to force-feed yourself to another creature. As an attack, you may start a devour contest
against a creature or continue a devour contest with a creature, with you as the prey and without needing
to grapple them first. In doing so, the predator gains one success on the contest.

 You're adept at finding deals for food for your companions. Bulk orders for rations, food, and other
sustenance cost half as much, and you have an eye for picking out possible prey. You gain advantage on
perception and investigation tests for purposes of finding suitable prey, and advantage on insight tests to
determine if other creatures may be voraphiles or willing prey…

Friendly Consumption

You have learned how to more quickly consume your friends to protect them. You gain the following abilities:

 When devouring a friendly, allied, or willing creature, you gain 2 additional successes on your devour
contest, and you never need to grapple them first in order to initiate a devour contest.

 When a friendly, allied or willing creature adjacent to you or within unarmed reach is the target of a grapple
or devour action, you may use your reaction to attempt to devour them first. Make an opposed devour test
against the attacking creature. On a success you start a devour contest with the friendly, allied, or willing
creature instead, gaining the appropriate 2 additional successes.

Gastromantic Adept:

You are able to dip into your hunger to power your strength. You gain the following effects:

 You gain two gut points, which follow the rules for gut points in the predator class. If you already have gut
points, you gain two additional gut points.

 If you do not already know them, you learn one of the gastric abilities from the predators 2 nd level feature.

Gluttonous Gullet

Your desire to gobble up your prey as fast as possible has caused your body to more easily suck and pull down
all potential meals into your waiting guts. You gain the following effect:

 Before you make a devour contest check where you are predator, you may choose to gain a –5 penalty to
your roll. On a successful check, you gain two successes rather than one.

Gut Crush

Your muscles and flesh crush your prey into submission. You gain the following abilities
 You gain a new natural weapon attack that you are considered proficient in, “Gutcrush”. When a creature
is inside of you, you can make this melee attack in place of one of your attacks to attack that creature. This
attack deals 2d6+str bludgeoning damage on a hit. If a predator has extra attacks, this attack may be used
in place of any number of their attacks.

 Your hardened muscles and thick skin give you +2 to your stomach AC

 When you deal digestion damage, you can choose to deal bludgeoning damage instead of acid damage

Gut Slut

You can’t get enough of being inside a belly. You dream of being squeezed by fleshy walls and dominated by a
predator. You can’t help but squirm a little more towards your fate… And often, you're such a pleasurable meal
that even the most ravenous predator will consider sparing you… If only to enjoy you once more. You gain the
following effects:

 A predator needs one less success than normal for your size to swallow you

 While inside another intelligent creature, as an action you can wriggle, squirm, and massage in a
pleasurable manner. The predator must take a charisma save vs 8 + your persuasion or performance
modifier. On a failure, they consider you pleasing enough to save temporarily, and cannot attempt to
digest you for 24 hours so long as you do not take any hostile actions against them, such as dealing
damage, violently struggling, etc. The predator does not have to let you go, and in fact may often attempt
to keep inside for further pleasure. You may use this feature once per predator per long rest.

 Predators will sense your gut-slut nature, and more often approach you as a potential meal, or potential
belly pet.

Grasping Hands

You only need one sturdy hand to subdue and smother your prey, leaving your other hand free to grab another.
You gain the following effects:

 Whenever you take the grapple action, you can immediately grapple an additional target within 5ft as a
bonus action if a target is available.

 Whenever you take an action against one grappled target, you can do the same to one other target you
have grappled as a bonus action.
 Whenever you take the devour action to start a new devour contest or continue an ongoing one, you may
attempt to start a new devour contest or continue an ongoing one with one additional grappled or
devouring target within 5ft as a bonus action.

 Whenever you are able to make an attack of opportunity, you can attempt a grapple instead

Indomitable Acid

Your digestive fluids affect a far wider range of materials than normal, and are much stronger. You gain the
following effects

 Your body now digests wood, stone, metal and other such non organic substances, and can even gain
sustenance from it. In general, you need 5x times more mass of non-organic items to get the same amount
of food as normal meals. However you cannot digest magical items.

 Creatures that would otherwise be immune to your digestion damage are considered resistant, and
creatures that would otherwise be considered resistant take full damage.

 You gain your proficiency modifier in additional digestion damage

Insatiable Hunger

Your hunger never seems satiated. You must be fed, always. You gain the following effects:

 You count as one size larger for the purpose of determining your Capacity

 While you are at below capacity, after you swallow a creature on your turn, you may take a bonus action to
move up to half your speed and make a devour check against a creature without grappling them first.

Internal Spell

Prerequisite: Ability to cast spells

You can direct your spells into your belly. This gives you the following effects:

 Whenever you cast a spell that can target creatures other than yourself, you may instead choose to cast it
inside your belly as if you had line of sight or touch. If the spell has an area of effect, that area becomes all
targets within your belly. If the spell requires specific targets, you may choose any valid within. You are
never effected by your own spells cast internally.

 Any spells cast on creatures or objects inside you have their effects maximized for damage or health rolls.
Large

Prerequisite: Medium or smaller size

 Perhaps due to your appetite, or due to other circumstances, you have become larger than most others of your
race. You gain the following effects: 

 You permanently increase your size by one step and gain all the appropriate benefits for a permanent size
increase.

 All goods and services are now 4x more expensive to cater to your increased size. You must buy 4x more
rations, rooms cost 4x more, weapons and armor for your size are 4x more.
 Your increased size may cause other problems and unwanted attention.

Long Tongue:

For one reason or another, your tongue is exceptionally long, dexterous, and strong, or you have another way to
pull prey into your mouth from range. You gain the following abilities:

 When you take the grapple or devour actions, you may make the test from up to 15 feet away rather than
adjacent. On a success, the target is pulled adjacent.

 You now gain a new attack, tongue lash. This tongue strike has a range of 15/30 feet, is considered a
ranged attack, and deals 1d8 + dex mod damage.

Living Shield

Through masochistic preyish desires or dutiful pride, you have learned to become a living shield for your allies,
saving allies from devourment or danger by taking their place. You gain the following abilities:

 Upon a friendly creature within 10 feet of you being successfully grappled, you may use your reaction to
take their place. You become adjacent to both your friendly creature and the grappler, the friendly creature
is no longer grappled, and you instead become grappled. If you grappled, restrained, or otherwise unable
to move, you are unable to use this ability.

 Upon a friendly creature within 10 feet of you failing a devour contest check, you may use your reaction to
quickly run over to them and take their place. You become adjacent to both your friendly creature and the
grappler, the friendly creature is no engaged in a devour contest as you yank them out of the predator, and
you instead become locked in a devour contest, with the predator gaining a number of successes equal to
what they would have gotten on the prior target. If you grappled, restrained, or otherwise unable to move,
you are unable to use this ability.
 You gain resistance to non-magical digestion damage

Living weapon

Your body is a weapon: Your teeth are sharp, your body is strong, or perhaps you simply have such ample
curves that you are able to smash them into your foes. Through these strengths, you are able to quickly change
from punching, biting, and squishing foes to gulping them down. You gain the following effects:

 Your body is now itself a weapon. This translates to gaining natural melee weapons you are proficient in
and deal 1d6+str damage. When you attack, you may choose if this damage is piercing, bludgeoning,
slashing, or lewd damage.

 Upon damaging an enemy with any melee attack, you may attempt a devour check as a bonus action
without needing to have the target grappled.

Naturally Thick

You are thicker and broader than most other creatures, or perhaps simply have a difficult body type or natural
skills that make you more difficult to push around. With your increased curves also comes increased hunger and
size… You gain the following effects:

 You count as one size larger for the purpose of determining your capacity and base bulk

 Your weight is increased (GM and player discretion)

 When you are the target of a shove, grapple, or devour, you may use your reaction to gain advantage on
the test.

No Escape

Your body is an inescapable prison of flesh. You gain the following effects:

 When a swallowed creature succeeds on an escape attempt from within you, you can use your reaction to
immediately attempt to swallow them back down.

 You gain advantage to resist any escape attempts from creatures inside you.

Hyper

You are beyond curvaceous, and you have learned how to use your expansive features to their full potential. You
gain the following effects:
 Your natural assets are now considered a melee weapon that you are proficient in and use your charisma
to hit, and deal 1d8 + cha mod damage

 Whenever you land a critical hit against an adjacent creature with an attack that deals lewd damage, you
may roll one additional damage die.

 Once per turn, when you hit an adjacent creature with an attack that deals lewd damage, as a bonus
action you may push it 5ft in a direction of your choosing or grapple them.

Hypnotic Hunter

Prerequisite: Able to cast at least one Enchantment spell or similar charm ability

You're a master of coaxing creatures into giving themselves up to you, weaving magic and seductive behavior
into an irresistible combination. You gain the following benefits:

● Creatures charmed by you do not consider devouring and grappling as hostile actions for the purposes of
ending a charm effect early. However, dealing damage still does, and depending on circumstances they
still may not want to be eaten even if they don’t regard it as hostile and may choose to resist.

● When a creature is charmed by you, you may use your bonus action to force them to make a wisdom
saving throw at DC 8 + Cha mod + proficiency mod, or your spell save DC, whichever is higher. On a
failure, they gain the willing condition so long as the charm continues.

● A creature charmed by you is incapacitated while they remain your belly and are still charmed.

Masseuse

You're able to put the largest of predators at ease during rests, relaxing their joints and stretched guts. You gain
the following effects:

 When you take a short or long rest, you may spend some time doting on up to your charisma modifier of
creatures. Those creatures affected double their digestion speed during the rest, and gain temp HP equal
to your level + performance modifier at the end of the rest.

 Your massaging skills are quite excellent and give you advantage on persuasion, deception, insight, and
other social checks while you are able to leverage your skills.

Maid

You enjoy nothing more than to live in service to others. Whether this is your friends, or a lord or master. You
gain the following abilities:
 You gain the prestidigitation and mending cantrips

 Whenever you are wearing maid or butlers clothing (or other servant clothing at your GM’s permission),
you gain an AC of 13 + your charisma modifier. This does not count as an unarmored AC feature and can
be used with shields.

 When you take a long rest, you may designate a master. This master is a creature who you strive to assist
in every way. As a reaction, whenever you master takes any kind of action that requires an attack roll or
ability check, you may give them advantage on the roll so long as you are within 30 feet as you deftly
assist them from the background. You may use this feature once per short rest.

Mobile Predator

Swallowing down prey barely even requires concentration at this point for you, allowing you to focus more on
defending yourself from their vengeful allies, or on a hasty retreat with their legs still flailing from your lips. You
gain the following effects:

 When you are grappling a creature, you can move full speed

 Your speed is no longer reduced to 0 when you are restrained while devouring a creature

 You no longer suffer the movement speed penalties for being restrained when over capacity or max
capacity, although you still do suffer all other effects. While over max capacity, you move at ¼ your speed

Milkification

You not only digest your prey, you are able to turn them into delicious milk, cum, or other liquid for others to
consume! (this feat will use milk for its description, but is usable for any sort of liquid.

 When you digest a meal, instead of gaining the normal benefits from digestion, you can instead turn them
into milk. You gain an amount of milk equal to the bulk of all your digested food/prey in capacity points.

 As an action, you can feed any number of capacity points worth of milk to an adjacent willing creature, or
an unwilling one if they are grappled. This milk heals 1 HP, and is considered food as well.

 As an attack, you may expend 1 or more points of milk up to your level to fire off a milk shot. This deals
1d6 + cum points of lewd damage, and the target must make a DC 10 + expended cum points dexterity
saving throw. On a failure, they are coated with milk. While coated, they are in difficult terrain and have
disadvantage on dexterity saving throws. A creature may use its action to wipe off the cum.
Multiple Arms

Prerequisite: taken at character creation, OR with GM’s permission

Due to one reason or another, you now have more arms than normal. Generally, folks with multiple arms have a
set of 4 arms total, but some may have even more than that. You gain the following effects:

 You now have 2 additional arms and hands. These hands can hold weapons (including a second two
handed weapon), shields, and anything else you could normally hold in your hands.

 You now can interact and use objects as a bonus action rather than an action. This includes such things
as drinking a potion or throwing a potion to a friend.

 You now can do an unarmed attack or lewd strike as a bonus action, but you do not gain your ability
modifier to damage, unless that modifier is negative. You gain the ability modifier to damage if you gain the
dual wielder fighting style.

Ogre’s Belch:

Your belches are as powerful as a ogres, bellowing out humid gusts of air that disrupt your enemies.

As a bonus action, you can do one of the following:

 You belch out a gust of powerful air. This is treated as a shove, except you can do it at a target up to 10
feet away.
 You belch out a humid musky cloud. Choose a creature within 10ft that you can see. They must make a
DC 8 + prof + con mod or be poisoned until the end of their next turn.
 Your belch sends an object inside of you flying, such as the bones of your digested meals. Make a ranged
attack with 20/40 range that you are proficient in. On a hit, this attack deals 1d4 + dex mod
 Your belch is a splitting cry, deafening those around you. All creatures within 10 feet must make a DC 8 +
prof + con mod saving throw or be deafened until the end of your next turn.

Predatory Confidence

You are more than simply a predator, you are an alpha. One look from your steely gaze is all it takes to let
anyone know you are not to be trifled with. Or perhaps, one look is all it takes to instill submission. You gain the
following effects:

 You gain proficiency in either persuasion or intimidation. If you were already proficient, you gain double
proficiency in your chosen skill.
 After swallow a prey during your turn, as a free action you can extend out your predatory aura, letting all
your potential prey know of their lovely or terrifying fate. Pick either frightening, or charming. All creatures
of your choice within 15 ft must then make a wisdom saving throw equal to 8 + cha mod + proficiency mod.
On a failure, they are either frightened or charmed towards you for one minute depending on which aura
you picked. If they are charmed, they are awestruck by your allure and may not move away from you, and
may roll the test again if you or your allies do anything harmful to them, including devouring, and once at
the end of their turns. You can use this ability once per short rest.

Predatory Occupant

You are not only used to being inside a belly, you know how to turn it to your predatory advantage, turning it into
a symbiotic relationship. After all, with only one way in, all you need to do is open your mouth and wait..

You gain the following effects:

 While swallowed, if another creature is fully swallowed into your same orifice, you may initiate a devour
check as a reaction with advantage. On a success, you are able to gulp them down instantly. On a failure
the prey manages to squirm their way away and is deposited into the stomach normally.

 When you digest a meal, your predator gains the same effect for the digested meal. If you and your host
predator have a separate capacity, calculate the digested meals capacity against the predators capacity
rather than your own for the predators digestion benefits.

Regurgitator:

You are quite accustomed to spitting out creatures and objects within your body, sometimes with devastating
effect. You gain the following abilities:

 You may now regurgitate creatures and objects as a bonus action, rather than an action.
 In place of an attack, you may spit out a tiny size object or creature that was inside you. This is considered
a ranged attack, has a range of 30/120, and deals 1d10 + dex mod damage. This damage is either
bludgeoning, piercing, or slashing depending on the object. If this was a creature, on a hit the creature
takes the same damage as the target.

Semen Demon

In olden lore, vampires were charming creatures that were known to lull their victims into a false sense of security
and drink their blood. Though, there exists a breed of vampires that feed on more sensual fluids. You gain the
following abilities:

 When you suck on a charmed or friendly creature, you can drain them over the course of one minute. You
can gain 1 capacity point of sexual fluids and restore 1d6 + cha mod HP. You can do this up to half a
creature's base bulk before you drain them completely, and cannot use this feature against them again
until after their next long rest.

 When you take the grapple or devour action and it succeeds, you may declare to suck on the target's
genitals as a bonus action. When you do, they take 1d6 + Cha in Lewd damage. You heal by half of the
damage dealt. If they are reduced to 0 hp by this, they are considered drained and gain a level of
exhaustion. They are also charmed by you as they regard you with lustful afterglow and are willing to be
devoured (although not digested!)

Sensational Touch

Through your tongue, your body, your curves, or a breath, you are able to stun your opponents into sensual
submission. You gain the following ability:

 While grappling or in a devour contest with a creature (or one held in an otherwise compromising position
where you can get at them with it), you can spend your action to force the target to make a WIS save vs 8
+ (cha mod OR dex mod) + proficiency or be overwhelmed with pleasure for 1 minute. During this effect,
the 'victim' is charmed. They regard you lustfully. This charm breaks if you or your companions do any
non-lewd damage to the target or their allies, and they may roll the saving throw again whenever you deal
lewd damage to the target

 If you spend 1 minute physically touching and physically flirting with someone, you can make a Charisma
(Performance) check contested by the creature’s Wisdom (Insight) check. If you or your companions are
fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you
as long as it remains within 10 feet of you and for 1 minute thereafter, as they now regard you with sexual
infatuation. This charm breaks if you or your companions take any hostile actions or deal damage to them
or their companions.

Shortstack Predator

Prerequisite: Small or tiny size

Although smaller than most, you are just as hungry as the biggest of them, and this shows in your voracious
appetite and enhanced curves. You gain the following effects:

 If you are small or tiny size, you are considered one size larger for the purposes of your capacity and
devour checks where you are predator.

 Your bulk is increased by one size larger.


 Whenever you attempt to devour a creature of a larger size than you, you may choose to gain advantage
on the roll. You may use this ability once per short rest.

Small

Prerequisite: Medium or Larger size

Due to some quirk of heritage or of a magical nature, your body is unusually small for your race. Oftentimes, this
turns you into a shortstack!

 You permanently reduce your size down by one or more steps, up to a maximum size decrease of small.

 You gain one additional vore or lewd feat upon taking this feat

 Your decreased size may draw unwanted attention.

Smotherer

You are adept at using your body to smother your prey when you grapple, you gain the following effects:

 As a bonus action, you can smother a creature you are grappling. The target is blinded for as long as they
remain grappled.

Soothing Stomach

Your belly carries fortifying properties and can serve as a comfortable resting spot for the weary. You gain the
following benefits:

 When a creature completes a Long Rest spent entirely within your stomach, they gain temporary hit points
equal to your level + your constitution modifier. In addition, they regain all expended hit dice, and remove
up to 3 levels of exhaustion.

 When a creature completes a short rest spent entirely within your body, they gain max rolls on hit dice
spent for healing.

 Any healing spells or effects (excluding hit dice) effecting prey inside your belly gain additional health
restored equal to your con modifier

Soul Absorption

You are able to trap your preys soul and essence inside your body, and may reform them at a later time or simply
torment them as part of your body fat. You gain the following abilities:
 Upon fully absorbing a creature, you may declare to Soul Absorb them. In doing so you gain all the normal
benefits of digestion. However, their soul is now trapped as part of your body. This must be marked in
some physical and visible way upon your body. This could be a tattoo of them, tallymarks, tribal tattoo
markings that cover more of your body the more prey there are, etc.

 Soul absorbed prey cannot take any actions, speak, or do anything that might indicate their presence.
However, they do retain their sentience, and generally feel on whatever part of the body they have been
‘absorbed’ into. Soul absorbed prey can telepathically communicate with other absorbed targets and you, if
you allow them to.

 You can reform any prey you have chosen to soul absorb. Upon consuming a meal of equal or greater
capacity size to the original size of your soul absorbed prey, you can choose to reform one or more soul
absorbed creatures during a long rest, with the total capacity of creatures reformed being under the total
capacity of the meal. Upon being reformed, they are nude and have no equipment, and suffer 1 level of
exhaustion.

 You can keep a number of soul absorbed prey equal to your charisma modifier + level. Should you ever
exceed that amount, you must either release an absorbed creature's soul, or permanently absorb them.
Upon permanent absorption and you are no longer able to speak with them as their essence gradually and
blissfully becomes one with yours. A creature absorbed this way cannot be revived through normal means
except through exceptionally powerful magic such as wishes.

 Should you ever die, your non-permanently absorbed targets souls are released. If you are reformed, they
can willingly choose to return to your body. All permanently absorbed creatures always return, as they are
part of you now.

 During a long rest, you can focus your attention upon one of your soul absorbed prey and gain proficiency
in one skill they are proficient in. You may gain one skill proficiency this way but can replace this with
another long rest. You lose this benefit if they are ever reformed.

Stomach of Holding

Perhaps due to a magical experiment, or simply your body adapting to your desires, you have somehow gained a
second stomach pouch.

● You gain a new space in your body known as your stomach of holding. When you swallow a creature or at
the end of your turn before you deal digestion damage, you can push an object or a creature from your
stomach into your stomach of holding. You can hold up to 500 lbs of inanimate objects or 8 capacity worth
of creatures in your stomach of holding without counting towards your Capacity
● If you ever exceed your capacity, the heaviest object or creature in your stomach of holding is pushed into
your normal stomach.

● As a bonus action, you can pull any object out of your stomach of holding by regurgitating it (or pushing it
out through another orifice!).

● Regardless of what is in your stomach of holding, you may choose to appear as if you have nothing in your
stomach, and it is impossible for people to detect anything you have inside your stomach of holding
outside of extraordinary magical means that would allow them to see inside normal bags of holding.

Stomach Squatter

Some creatures have taken their love for residing in bellies to an extreme: They don’t merely enjoy bellies, they
practically live in them, and will fight any attempt to remove them from their comfortable home!

 When you take a long rest inside a belly, you regain all of your hit dice rather than half

 Once per short rest, as an action you may choose to make yourself near impossible to digest. You gain
immunity to all non-psychic digestion damage, so long as you do not take any type of actions/bonus
actions/reactions. This state lasts until you take an action/bonus action/reaction. You may not rest in this
state, nor gain benefits from rest.

 When a predator attempts to regurgitate you and you do not wish to be spit out, they must roll a
constitution saving throw vs 8 + your dex mod or strength mod + your proficiency mod. On a failure, you
remain in their belly. If they fail on their saving throw by 5 or more, they cannot attempt again for another 1
hour or until damaged by you as you wedge yourself deeper inside of them. These effects do not stop
them from digesting you!

Struggler

You are an exceptionally strong struggler, and able to kick and punch in ways to make your predator more than
uncomfortable. While inside a creature, you do not have disadvantage on skill checks. In addition, when you
successfully take the struggle action, you may choose one additional effect from the following:

 The next attack against the predator is made with advantage

 The next saving throw the predator rolls is made with a disadvantage until your next turn

 The next ability check the predator rolls is made with a disadvantage until your next turn
 The predator takes damage equal to 1d10 + your strength modifier

 The predator must make a concentration check at DC 8+str mod + prof mod. On a failure, they are
poisoned until your next turn.

Slick With Spit

Your salivary glands work on overdrive. You gain the following effects:

 Your spit is now exceptionally potent. You gain a new feature, spit, which is used by various abilities. While
a creature is affected by your spit, all devour checks against them advantage and all grapple tests against
them have disadvantage.

 Whenever a prey escapes from a devour contest where you had at least 1 success, or is otherwise
regurgitated from being fully swallowed by you, they are covered in copious amounts of slick saliva or
other juices for 1 minute. During this time they are affected by your spit, and at the end of their turn they
must roll a dexterity saving throw vs DC 8 + con mod + prof mod (or your spell save DC) or fall prone.
They can use their action to wipe off the spit.

 As an action, you can huck a spitball at a creature you can see within 30 feet. They must make a dexterity
saving throw vs DC 8 + con mod + prof mod (or your spell save DC) or be affected by your spit for 1
minute. They can use their action to wipe off the spit.

 While you are grappling or devouring a creature, you may attempt to lick them as a bonus action. They
must roll a dexterity saving throw vs DC 8 + con mod + prof mod (or your spell save DC) or be affected by
your spit until the end of your turn.

Slow Digestion

Your system is quite patient and slow at breaking down its prey. However, this makes it quite efficient. You gain
the following effects:

 Your digestion lasts 4 times as long as it normally would for a meal. While digesting, at least 1 capacity
worth of creature, you do not require food or water. In addition, most prey generally last for many hours
before fully expiring. When you put prey into the “digested” state to start processing, they hold on for 1/2 of
your digestion time before technically expiring. During this time, should you be forced to regurgitate your
prey, they will exit in a stable state.
 Every long rest you take while you are digesting at least ½ your capacity, you restore all your hit dice
rather than half, and you gain your constitution modifier + level in temp HP upon waking up.

Swift Digestion

Your system is fast at mushing and sucking up your prey when you can take the time to let your gut work. You
gain the following effects:

 So long as you are equal to or below capacity, you can finish digestion on a short rest.

 If you are above capacity but not over your max capacity, digestion can be finished on a long rest.

 Your time for digesting a max capacity meal is halved.

Symbiotic Predator

Your belly has learned to treat its prey as more than just a quick meal, instead gradually sapping nutrients while
simultaneously curing their own hunger through a unique relationship.

 While inside your body, your prey never needs to eat or drink.

 You may choose to make any number of creatures inside you immune to your digestion as a free action,
and may retract it just as easily. Gear does not count as part of a creature (and thus may be digested
separately).

 While you are filled with at least ½ your capacity’s worth of living creatures, you are considered fed

 Once per short or long rest, when you have at least one creature inside of you, you can draw upon your
prey for a surge of temporary strength as a free action. Doing so allows you to reroll any one attack roll or
skill check during your turn.

Symbiotic Prey

You have a unique relationship with your predators, and are able to provide them with sustenance and keep
yourself sustained for far longer than normal. While inside a creature, you gain the following effects:

 The creature you are inside never needs to eat or drink

 While you are inside a creature, you don’t need to eat or drink
 If you are inside a predator that is willing to allow it, you can make yourself immune to their digestion as a
free action

 As a bonus action you can heal your predator for 1d10+charisma mod health. This improves to 2d10 at lvl
5, 3d10 at lvl 10, 4d10 at lvl 15, and 5d10 at lvl 20. You may use this ability once per short rest.

Tail Vore

Pre-Requisites: tail

You have learned how to use your tail as an extension of your drive to consume. You gain the following effects:

 If it did not already, your tail now counts as another orifice you can use to devour targets, and can be used
as another hand for grappling.

 As a bonus action, when your tail is not already devouring something, you can attempt to devour creatures
with your tail even if they are not grappled. This test is done with disadvantage if they are not grappled, or
normally if they are grappled

Tough Gut

Your gut might as well be lined with iron for how tough it is. You gain the following effects:

 You gains resistance to all slashing, bludgeoning, and piercing damage done inside you.

 You may use your reaction to gain advantage against any prey attempting to struggle

 You are immune to all negative effects of potions, poisons, food, and other digested materials.

Voracious

A skilled predator is quick in their consumption. You gain the following effects:

 As a bonus action, you may take a devour action in the same turn you do a grapple action.

Special Reformation Feats:


The following feats have a strong focus on reformation: Wether its reforming your own meals, reforming yourself
after being digested, and so on. These feats are seperated from the standard list due to them breaking the
standard 5e implied balance with revival.
Phoenix-Touched:

You have been touched by a phoenix, and are able to come back from certain death. You gain the following
abilities:

 Whenever you are killed, you are reborn again upon the next dawn. When you are reborn, you are reborn
as close to where you died as possible, or besides someone or something you had a strong emotional
connection to that’s within a mile (with GM discretion). These could mean being reborn inside someone.
You gain one level of exhaustion for every time you have died within the last 7 days. If this would reach 6
upon revival, you are unable to revive and are permanently killed as you no longer possess the strength to
restore yourself to life. At this point, only through normal revival magic (such as raise dead) and wish can
you live again.
 If your soul is trapped, such as if you were absorbed, this feature does not work until your soul is freed.

Immortal Reformer

You have become an immortal reformer, unable to die from normal means. You gain the following effects:

 Whenever your body is completely destroyed (such as being digested), you reform close to your “remains”
upon the next sunrise (or long rest). If you were digested, you reform close to adjacent to the predator that
digested you.

 If your soul is trapped, such as if you were absorbed, this feature does not work until your soul is freed.

Speedy Reformer

Your body is able to be more easily reformed than most. You gain the following effects:

 Anytime an ability would allow you to be reformed on a long rest, you may instead be reformed as a short
rest

 Anytime an ability would require a meal of equal size, they instead require a meal of ½ of your size to
reform you.

 Anytime an ability states you can only be reformed or revived during a certain window (I.E: Only works
within the last minute, month, year, etc.) the time limit is instead extended to a number of months equal to
your charisma modifier (minimum 1). If this time limit is less than the default one on the spell/effect, this
feat has no effect.
Special Vore Feats:
There are some feats that are too powerful, too complex or too game changing to allow in most normal games,
and thus were not able to put them in the normal feat list. As such, these feats are classified as Special feats, are
not recommended to take without the approval of the rest of the group, and may only be taken with GM
permission. The list of these special feats is below:

Bond Beyond Death

Prerequisite: GM permission

You and your companions are so close that you can rescue each other even from the abyss. This feat has the
following effects:

 If both you and a trusted ally have this feat, whenever one ally gets digested or their body is otherwise
completely destroyed, the other can reform them inside their own body. This process requires one long
rest, and requires consuming a meal of the same size class or larger than the person to be reformed (or, at
the GM’s discretion, a lot of mundane food!)

 This can be done so long as they were digested or otherwise died in the last month.

Note on Bond Beyond Death: This is an excellent feat for DM’s to give out to players for free for a more
reformation focused and less dangerous campaign. Although this feat is balanced, the “feat tax” on getting a feat
that may not be used at all and requires 2 or more other players to take is a bit much, and thus is present only as
a special feat.

Enhanced Multi-Armed

Prerequisites: GM permission

This feat is a normal feat, rather than a vore feat.

You now have 2 additional arms and hands. These hands can hold weapons (including a second two handed
weapon), shields, and anything else you could normally hold in your hands.

 You now can interact and use objects as a bonus action rather than an action. This includes such things
as drinking a potion or throwing a potion to a friend.
 You now can do A single attack as a bonus action, but you do not gain your ability modifier to damage,
unless that modifier is negative. You gain the ability modifier to damage if you have the dual wielder
fighting style.

 If you have a feature that allows you to already do an attack as a bonus action, you gain one additional
melee or ranged attack when you take that action. (just one, not doubling your entire attack action.)

Note on Enhanced Multi-Armed: I think this is more thematic than the normal multi-armed: multiple arms should
mean you get to hit more people, more often! But, it's unquestionably a superior and broken choice for monks
and other unarmed attackers, and thus should not be allowed unless you want combat to go off the rails a bit.
Note the attack action does not include casting spells.

Huge

Prerequisites: Large size, GM Permission

You are a towering monster that is far larger than most of your kind, standing above all others. You gain the
following effects:

 You increase your size to Huge and gain all the appropriate benefits.

 Your increased size makes daily life difficult. Your size (and often appetite) draws unwanted attention, and
many will regard you with suspicion and restrained hostility. In addition, most civilizations do not have
accommodations for your size, and it is difficult to find weapons, armor, and gear for your size, and you
have disadvantage on using equipment not meant for your tremendous size.

Tiny

Prerequisites: Small size, GM Permission

You are an unusually small creature for your race, finding only similar size companions in such creatures like
faeries, rats, etc. You gain the following effects:

 You decrease your size to Tiny and gain all the appropriate benefits

 Your decreased size can make daily life difficult. Most civilizations accommodate more for small to large
size creatures, and often spend little consideration for those extremely small (or extremely large!). You
may find it difficult to find crafted weapons, armor, and gear for your size, and you have disadvantage on
using equipment not meant for your tiny size.

True Hammerspace

Prerequisites: Prior hammerspace ability or feat, And GM Permission


Your insides are a strange Non-Euclidean space that no longer is affected by limitations such as common sense.
You gain the following effects:

 You no longer possess any significant bulges or outward signs of prey, beyond the occasional bump from
squirming prey or slightly more rotund belly. To notice signs, it requires an active DC 25 perception test to
notice those barely visible signs. Over capacity and maximum capacity, you may become more visible to
see those signs depending on the nature of your hammerspace.

 You no longer feel your prey in the same manner as normal, and you sometimes can barely feel your
victims at all. All prey gain disadvantage to all attack, struggle, and escape tests.

 You no longer suffer any penalties from being over capacity or over max capacity. However your capacity
still dictates how hungry you are, and you are considered two sizes larger for the purposes of capacity.

 Instead of dealing digestion damage, you can push a prey deeper into your guts. The creature must make
an athletics or acrobatics test vs your athletics or acrobatics, and on a failure they are pushed deeper. For
every time you do this, they require one more devour contest check to escape, and a predator can choose
to ignore these successes for the purposes of devour contest penalties for things like escaping prey. If a
prey is pushed down deeper than 3 levels, they may no longer attempt escape attempts. However prey
may still escape at GM discretion if they are left inside your guts for long enough!

Note: This feat invalidates some of the “hammerspace” classes. If a player wants to take those classes and this
feat, consider giving them some other bonus to compensate. Or, restricting it to be a requirement of class ability
AND feat in order to take this option!

Inner Maze

Prerequisites: GM permission

Your insides do not follow standard biology. Perhaps due to your race, magic, training, or an unexplainable
oddity, your insides have warped to be full of strange twists, turns, forks, and features. You gain the following
effects:

 Instead of dealing digestion damage, you can choose to push a prey deeper into your guts. For every time
you do this, they require one more devour contest check to escape, and a predator can choose to ignore
these successes for the purposes of devour contest penalties for things like escaping prey. If a prey is
pushed down deeper than 3 levels, they may no longer attempt escape attempts as they lose a sense of
direction and squirm in circles. However prey may still escape through long intensive struggling at GM’s
discretion if they are left inside your guts for long enough!
 All prey gain disadvantage on escape attempts

 You are always considered to be able to place prey in a separate “organ” for the purposes of dealing
digestive damage to separate targets, effects that you can apply on prey, etc.

Immunity to Digestion

Prerequisites: GM Permission

For one reason or another, nothing but the most powerful and caustic of guts can cause anything more than a
pleasant tingle for you. You gain the following features:

 You gain immunity to all magical and non-magical digestion damage.

Immunity to Absorbtion:

Prerequisites: GM Permission

For one reason or another, you are impossible to be absorbed. You can be squeezed and gurgled into
submission, but stomach acids of all kinds are simply incabable of breaking you down. You gain the following
features:

 You cannot be absorbed and are not affected by any feature that would kill you while in someone’s gut.
However, you can still be brought to 0hp and be put in the defeated state!

New Class: The Predator


Background:
Hunger is a primal constant in life, from the lowest worm to the highest king. And there are those that find
themselves driven by a superhuman, insatiable urge to eat, preying on anything that moves, even their foes and
fellows. The Devourer raises eating to an art form, and a deadly way of battle, swallowing her opponents whole
and alive to imprison them within her gut. And by digesting her enemies she grows ever stronger, and ever
hungrier.

In these lands, a Predator can come from any walk of life, but is most often found in the savage borderlands,
where food may be scarce and defeating your enemy and earning your next meal is often one and the same.
Predators are most likely to be neutral or evil, because they often see others as food first and people
second. However, they may be of any alignment. Predators are often motivated by the need to consume more
food, and more exotic food, but they can use their hunger as a tool to work towards any goal they choose.

Creating a Predator:
When you make your Predator, you should consider where she learned her powers, and how she feels
about using them on different kinds of people, even non-lethally. Does she view her hunger as a blessing or a
curse? Does she devour with a reverence for the hunt and her position as predator, or is it a hedonistic delight,
the ultimate indulgence? These thoughts will shape which Path your Predator follows, and how she treats the
other PCs.

Class Features:
As a Predator, you gain the following class features:

Level Prof. Features Spells Maximum


Bonus Known Spell Lvl.

1st +2 A Born Predator, -


Unarmored Defense

2nd +2 Gutpoints, Spellcaster, 2 1st


Gastric abilities, Stoke
Hunger

3rd +2 Path of the Predator, 3 1st


Predatory Feature

4th +2 Ability Score 3 1st


Improvement

5th +3 Extra Attack 4 2nd

6th +3 Gulp 4 2nd

7th +3 Predatory Feature 5 2nd

8th +3 Ability Score 5 2nd


Improvement

9th +4 Powerful Throat 6 3rd

10th +4 Ability Score 6 3rd


Improvement
11th +4 Predatory Feature 7 3rd

12th +4 Ability Score 7 3rd


Improvement

13th +5 - 8 4th

14th +5 Greater Stoke Hunger 8 4th

15th +5 Predatory Feature 9 4th

16th +5 Ability Score 9 4th


Improvement

17th +6 - 10 5th

18th +6 Need to Feed 10 5th

19th +6 Ability Score 11 5th


Improvement

20th +6 Predatory Feature 11 5th

Hit Points
Hit Dice: 1d8 per Predator level

Hit Points at First Level: 8 + Constitution modifier

Armor: None

Weapons: Simple weapons, nets, whips

Tools: Cook's Utensils

Saving Throws: Constitution, Strength

Skills: Athletics, and choose two from: Animal Handling, Acrobatics, Deception, Intimidation, Perception, Stealth,
Survival, Persuasion, Nature,

Equipment
Start with any simple weapon
Start with (a) a whip or (b) a net

An explorer's pack and 50 feet of rope

Recommended stats: Constitution, followed by strength and dexterity

A Born Predator
To be a Predator is to be a natural predator, and through talent and practice able to devour and keep down any
and all meals. This talent happens to make them generally quite capable physically. At 1 st level, you gain all the
following effects:

 You gain expertise in athletics, and thus gain double proficiency bonus for your athletics (strength) skill.

 You gain +2 to your athletics skill. This counts as the predator fighting style for purposes of multiclassing.

 You are considered one size larger for the purposes of calculating capacity

 You gain a new melee weapon attack that you are considered proficient in, Chomp. Chomp uses your str
modifier to hit, and deals 1d8 + str mod damage in either piercing, blugeoning, or lewd damage. On a
successful hit, you can attempt a devour attack as a bonus action, and do not need to have the target
grappled first.

Unarmored Defense
At 1st level, A Predator is most comfortable with little clothes and often a bulging belly. While you are not wearing
armor or a shield, treat your ac as 10 + dexterity mod + constitution mod

Gut Points
Starting at 2nd level, You are able to use your digested prey’s nutrients and energy to perform incredible surges of
strength and skill. The fuel your body gains from eating that can be used for gastric powers is represented by gut
points. These gut points are most easily gained from eating other creatures, but can also be gained through large
meals of food or other sustenance.

A Predator has a maximum number of gut points equal to twice their Predator level.

Upon being fully digested and processed, a meal gives the Predator a number of gut points equal to meals or
creatures bulk. If a meal does not contain at least 1 creature, the Predator gains half the gut points (minimum 1).
Ex: A Predator digests a meal consisting of 18 points worth of bulk capacity of creatures. They in turn would gain
18 gut points.

When a Predator takes a long rest, if the Predator has not digested or is digesting a meal equal to or greater than
½ their capacity that day or since their last long rest, they lose one gut point, but are considered fed for that day
as they redirect their past meals to keep themselves going.

Any gut points gained over maximum are converted into temporary HP on a 1-1 basis. Thus if you had a meal
that gave you a excess of 12 gut points, you would gain 12 temporary hit points.

Optional Feature: Endo Predator:


This feature can be taken alongside the normal gut points feature at 1 st level with GM permission:

When you take a long rest, if you are not digesting any creatures inside you, you gain a number of gut points
based upon ½ of capacity of creatures you are filled with.

Spellcasting:
At 2nd level you learn how to use the energy from your meals to create powerful magical effects. For many
Predators, such magic is not a conventional weaving of arcane forces, but rather simply using their meals energy
to do supernatural and magical feats, and may often take on a different appearance.

Spells known:

At 2nd level, you learn 2 spells and learn an additional spell at every further odd-numbered level in Predator
thereafter. Each of these spells must be equal to or below your max spell level. In addition, whenever you gain a
level in Predator, you may choose to replace a known spell with a different one.

Gut-casting:

Instead of spell slots, you cast your spells through your gut points, the cost of which depends on the level you are
casting the spell. The chart below details said cost.

Spellslot Level Gut point Cost

1st 2

2nd 3
3rd 5

4th 6

5th: 7

Spellcasting Ability

Constitution is your spellcasting ability for your Predator spells, since you gain your spells from your gluttonous
desires. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your
Constitution modifier when setting the saving throw DC for a Predator spell you cast and when making an attack
roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

In addition, your gut counts as your spellcasting focus.

Stoke Hunger:
At 2nd level, as an action, you can choose to stoke your hunger in preparation for a fight. Doing so grant’s you a
number of gut points equal to ½ your maximum gut points (rounded down). Once you use this feature, you must
digest and absorb (or be absorbing) a meal that would grant equal gut points to what you gained, or lose all gut
points and gain a level of exhaustion.

You may use this feature once per long rest.

Gastric Abilities:
Starting at 2nd level, you may use the nutrients from your digested meals to perform gastric powers.

Your gastric ability saving throw DC is equal to 8 + con mod + proficiency mod
In addition, if a gastric ability calls for you to make an attack roll, you are considered proficient in it.

You know the following gastric abilities and may learn additional ones from subclasses.

Churn: When you take the attack action on your turn, you may spend 1 gut point and forego one of your attacks
to deal your digestion damage to any number of creatures inside you. You may use this feature for any number of
attacks.

Rush of Gluttony: As a bonus action, you may expend 1 gut point to make a single devour attack. You do not
need to have the target grappled first.

Nutritive Healing: As an action, you may expend 1 gut points to heal 1d8+con mod health

Predatory Paths:
Below are the different predatory paths you can take at level 3:

Path of the Predator


Predators specialize in one way of eating as they develop their powers. When you reach 3 rd level, you focus your
hunger toward one manner of hunting and eating. You may choose between the Path of the Apex Predator, Path
of the Bottomless Belly, the Path of the Growing Gut, Path of the Gastromancer, Path of the Essence Absorber,
or Path of the Dominatrix. You gain their respective predatory features at the appropriate levels.

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Gulp
At 6th level, A Predator can easily gulp their prey in the midst of a fight. You no longer need to grapple your prey
in order to initiate a devour attack.

Powerful Throat
At 9th level, A predators throat and muscles are able to squeeze their prey on the way down. Anytime you gain a
successful devour check as predator against a target, you may deal bludgeoning damage equal to str mod to that
creature.
Greater Stoke Hunger
At 14th level, Whenever you use the stoke hunger ability, you gain your maximum number of gut points rather
than half.

Need to Feed
At 18th level, your ability and skill as a predator is legend… To the few that live to tell about the experience
anyway! You gain a new gastric ability:

Need to Feed: Whenever you may a devour attempt, you may expend a gut point and reroll it. You must take the
second result.

Path of the Gorger:


The life of the predator is not often chosen. Hunger and desire gnaw at ones mind, until they succumb to their
needs to stuff themselves with food and people. You are one of these predators who desires nothing more than
to sate your hunger upon your enemies and unfortunate victims of circumstances alike.

Gorgers Hunger:

A gorger is a broad term, and you are likely different from every other gorger and have learned your own tricks.
As such, at 3rd level, you gain the following effects:

 You gain an additional vore feat upon taking this class, and gain one additional vore feat at 7, 11, 15, and
20.

Gorgers gut:

At 3rd level, A gorgers stuffed belly is usually big enough to take more than one blow, and their mouth can
swallow projectiles harmlessly or even take sword blows. You gain the ability, gorgers gut:

Gorgers gut: When you would take damage from any non-psychic source, you may use your reaction to expend a
gut point and reduce your damage taken by 1d6 + your con mod. This improves to 2d6 at 11 th level.

Gorging Desire:

At 7th level, stuffing your belly is enough to get your gluttonous engine going. Whenever you bring a creature to 0
hp in your gut, you gain gut points as if you had digested them. You may use this a number of times equal to your
proficiency modifier per long rest.
Unhinged Swallow:

At 11th level, your desire to stuff yourself causes your body to slurp up the prey even faster. You increase your
size for devouring by one size larger.

Gorgers Maw:

A gorgers weapon is their maw, and anyone who comes near them dares to risk being devoured by it. At 15 th
level, you gain the following ability, gorgers maw:

Gorgers Maw: When you are the target of a melee attack, grapple, or devour within reach, you may expend a
gutpoint to use your reaction to “eat” the attack. Make a devour attack. On a success, their action fails and you
complete a successful devour.

Power of Voracity

At 20th level, your hunger has driven your gastric abilities to attain new powers. You forget the churn, rush of
gluttony, and nutritive healing abilities, and learn the following abilities:

Vampiric Churn: In place of any number of your attacks during your turn, you may forgo a attack and instead
spend 1 gut point to deal your digestion damage to any number of creatures inside you. After finishing a churn,
you may spend a bonus action to heal up to ½ (round down) your damage dealt to any creatures above 0 hp, up
to a maximum of your predator level + constitution modifier

Ravenous Rush: As a bonus action, you may expend 1 gut point to move up to your movement and make a
single devour or grapple attack.

Nutritive Barrier: As a action, you may expend 1 gut point to get temporary HP equal to 1/2 (round down) the
capacity of living prey inside you, up to a maximum of your predator level + constitution modifier

Path of the Apex Hunter:


You strive for one thing, and one thing alone: The challenge of the hunt, and the pursuit of perfection. Others hunt
with bow and arrow, but you hunt with tooth and gut. The reward for your hunt is great, for the stronger foe’s you
consume, the stronger you become…

Those who take on the path of the Apex Predator are the ultimate expression in survival of the fittest. To be an
Apex Predator is to take the best aspects of your defeated and digested foes and to adapt them to your own
body, and forge yourself into the ultimate fighting and predatory organism.
Assimilation

At 3rd level, you can steal the abilities of those you eat. When you finish digesting and processing a creature, you
may choose to assimilate the creature. In doing so, you gain one bonus to assimilate. You may have two
assimilated bonuses at one time, and if you would ever exceed that amount, you must choose one of your
features to remove. This amount increases to three at 7 th level, four at 10th level, and five at 15th level. You may
not gain more than one assimilated bonus from any individual creature.

You may acquire one of the following upon assimilation:

● Its vitality: increase your maximum HP by 2 times a creature's CR/Level, up to a maximum of twice your
Predator level. It must have a higher maximum HP than you have. If you pick this bonus again, you use
only the higher value.
● Its hunger, raising your capacity to the next size increment. The creature must have a higher capacity than
you.
● A movement speed it possessed (walk, fly, swim, climb or burrow)
● A natural attack it possessed
● A natural AC it possessed
● A special sense it possessed (darkvision, scent, etc)
● A resistance it possessed
● Proficiency in a saving throw it possessed
● Proficiency in a language it knew
● Proficiency in a skill or tool it was proficient in. If you are already proficient, you gain double proficiency in
the chosen skill.

If you take the assimilation feat, you do not use the feat, and instead may have one additional assimilated bonus
at a time.

Note: If you have the absorption feature, it should generally be allowed to absorb and assimilate a creature at the
same time.

Mark of the Hunt:

At 7th level, you are able to hone your senses on a single prey. As a bonus action, you may expend 3 gut points
and choose a creature you can see, or see some evidence from a creature that you can track or is otherwise
linked to them (such as a scent, footprints, a lost item, hearing their voice, etc.). Your senses become honed in
onto that creature.

You always know the rough direction the creature is in, you gain advantage on all survival tests to track the
creature, and are considered to have 30ft blindsight for seeing your target creature (and only for your target
creature). Should you consume the creature, you instantly regain 3 gut points upon your successful hunt.

This ability lasts until your next long or short rest.


Ability Theft:

11th: You grow so strong that you are able to steal the abilities of those you consume. Upon digesting and
processing a creature, if they had an ability (class, supernatural, racial, etc.), you may use one of your
assimilations to acquire the ability for yourself. Instead of its normal requirements to activate, you instead spend
gut points to activate the ability, using the following rule:

Stolen ability: You may activate the ability until the start of your next turn by expending 1 gut point as a bonus
action.

Stolen Action: If you assimilate a special action or attack, you can take that action or attack as your action by
expending 1 gut point.

Mind Assimilation:

At 15th level, when you now assimilate a creature, you may now absorb its memories as well. You gain some
minor memories and facts around its life, and if you choose to assimilate a skill, you gain some more detailed
memories focused around that skill. You may also gain insight into one secret it possessed at GM discretion.

Adaptive Evolution:

20th: Your hunger for stronger creatures is unstoppable. Your body has become an evolutionary machine, able to
assimilate anyone and anything you stuff down your gullet almost instantly and adapt on the fly. You gain the
following feature:

Whenever you have a creature in your belly, as an action you may choose to use your assimilation feature on it.

Path of the Bottomless Belly


Your immeasurable hunger has begun to warp and shape your body into an engine of insatiable gluttony,
devouring ever larger meals to satisfy your endless hunger. Your appetite has blessed and cursed you with a
stomach that is becoming its own dimension, needing ever larger meals just to feel full again.

Hungrier than you Look

At 3rd level, Your belly has gained hammer space qualities, being far larger and more expansive on the inside
than on the outside. Once a creature has been devoured, it is treated as a size smaller for purposes of capacity.
This increases to two sizes smaller at 7th level, and three sizes smaller at 15th level. This does mean that your
belly will appear physically smaller than the true size of your prey would suggest.
In addition, while you are beneath or equal to your capacity, you can spend a bonus action to compress anything
inside to completely flat as if you were empty, and all checks struggles of prey or other indicators you’ve eaten
something require a DC 20 perception check. Your belly remains flat until you go above capacity, at which point
bulges will become noticeable (but still far smaller than normal!)

Never Full:

At 3rd level, you no longer suffer penalties for being over capacity, and are no longer considered restrained when
you are over maximum capacity. Instead you move at ½ speed, you have disadvantage on Stealth and
Acrobatics checks, as well as Dexterity Saving Throws, and all attacks against you gain advantage.

Immense Appetite

At 3rd level, your immense hunger pushes your eating abilities to the limit: Whenever you take a devour attack you
can now spend 1 gut point to treat yourself as one size larger for that devour attack. You can spend multiple gut
points to increase your calculated size for devour checks, doubling in cost for each size increase (2 gut points for
two sizes larger, 4 gut points for 3 sizes larger), up to a maximum of 3 sizes larger.

You may use this ability after you know the result of your devour attack.

Crushing Compression:

At 7th level, your gut crushes around its prey as their compressed into your black hole of a gut.

Whenever you successfully swallow a creature, you may deal bludgeoning damage equal to your twice your
predator level + constitution modifier.

Void Stomach

At 11th level your insatiable appetite allows you suck many creatures into your stomach at once from a distance.
As an action, you MAY spend 6 Gut points and open your mouth and to suck in all creatures in a 30ft cone. Only
creatures able to be swallowed by you normally are affected; they must make a Dexterity saving through vs your
spellsave DC, gaining advantage on this test if they are a larger size than you. On a failure, they are instantly
swallowed as if they had just lost a devour contest.

You may continue this as your action every round thereafter by expending 2 gut points at the start of your turn,
stopping once you take any other action.

Dimensional stomach

At 15th level, your belly your belly becomes its own nearly inescapable dimension. Creatures now need five
escape successes in order to successfully escape your body, and you may ignore all but the last one for
purposes of being locked in a devour contest. In addition, creatures can no longer teleport from your body, or be
teleported
out of your body.

Bottomless Belly

At 20th level, your transformation into an avatar of hunger is complete. Your hunger is endless, appetite
bottomless; you could devour armies, cities, and nations if you wished, perhaps even the entire world, and not
even the slightest bulge would appear upon your belly, nor would you feel truly satisfied. You are a conduit for
raw endless consumption.

You no longer suffer any penalties for being over maximum capacity, and as a free action you can compress your
belly down to any size you want, including flat. Your only limit now is what you can fit down your throat.

Path of the Growing Gut


Your voracious diet does not just sate your hunger, it also affects your body. Increasing your weight and filling out
your ever larger form, your meals make you taller, stronger, tougher, and hungrier.

Bulk Up

Your body grows in size and strength as you consume more and more. At 3rd level, you permanently become
large size. While you are large size and above, you gain all the normal benefits to a permanent size increase, and
this also grants you advantage on Strength ability checks and Strength saving throws. However, weapons and
armor at sizes of large or bigger are rare and four times more expensive than normal versions.

In addition, as you grow larger, you become tougher and stronger. You reduce all non-psychic damage you take
by 2 and add 1d4 additional damage to every strength based melee attack you do. These bonuses increase by
an additional 2 and 1d4 respectively for every size you are above large.

Size Queen:

Optional feature: GM’s Discretion

At 3rd level, your increased mass has come with increased control over your own body size. As an action, you
may expend 4 gut points per size step to rapidly swell your size up to your current maximum size, or reduce your
size down to a minimum of medium size. This cost increases by 4 for every size step you change beyond the
first. Thus if your current size is medium and your maximum size is huge, you may increase your size to huge by
expending 8 gut points as an action.

Any non-magical equipment you had on you does not increase or decrease in size with you.
When you increase your size, all creatures adjacent to you must make a dexterity saving throw vs your Gastric
DC or be pushed back 5ft and become stunned for one round. On a failure, they are simply pushed back 5ft.

In addition, whenever you finish digesting a meal of your capacity or larger, you may freely increase your size to
one size larger, up to you’re a maximum of your maximum size. With a maximum capacity meal, you may
increase your size by two size steps up to your maximum. When you use this feature of Size Queen, you do not
gain the food or weight gain benefits from your meal.

At 20th level, you no longer have any maximum limit on your size.

Metabolic Regeneration:

Your body's quickened metabolism heals you incredibly fast, fueled by nutrients from your prey. At 7th level you
may use your nutritive healing feature as a bonus action. The amount healed increases to 2d8 + con modifier at
14th level.

In addition, any excess health restored that would exceed your maximum health is instead converted into
temporary HP.

Giantess

Upon reaching 11th level you become truly massive, towering over the other members of your race. You become
huge size permanently. You gain all the normal benefits to a permanent size increase.

In addition, you now gain advantage on all strength-based melee attack rolls against creatures smaller than
yourself.

Unstoppable Hunger

At 15th level, your increased size comes with vastly increased hunger. Whenever you make a successful devour
test against a smaller creature, you may instantly swallow them.

Apex Predator

When you attain 20th level you are a truly terrifying hunter, the queen of the food chain. Nothing can halt you in
the pursuit of your prey. You become gargantuan size permanently.

In addition, you may spend 1 gut point as a reaction to re-roll any failed saving throw, or expend 2 gut points as a
bonus action to negate any one ongoing condition or negative effect affecting you.

Path of the Gastomancer


Gastromancers focus their predatory powers on their magical prowess, and are able to consume the arcane
knowledge of other magic types off of their foes.

Enhanced Gut-casting

When you take this class at 3rd level, you now select 3 cantrips, and may select an additional cantrip at 10 th level.
In addition, you now learn a spell at every level, rather than only at odd levels.

Gastromantic Knowledge:

At 3rd level, your gut is the source of your power, and the source of your knowledge. Through your gluttonous
magics, you can siphon off magical knowledge to use for your own purposes. You gain the following abilities:

 Whenever you digest and process a spellcaster, you may forget up to your proficiency modifier of your
known spells or cantrips, and learn an equal amount of spells from spells they knew. The spells chosen
must not have a spell level that exceeds your maximum spell level. Optionally at DM’s discretion, you may
learn one spell from any fitting spell list they may have had access to.

 Whenever you digest a spell scroll, you may forget one of your known spells and learn the spell imbued.
This spell must not exceed your maximum spell level.

Spell Consumption:

At 7th level, you are able to consume even magical essence. As a reaction, you may attempt to eat an incoming
spell that is targeting you, or would target a creature or space adjacent to you, by expending a number of gut
points equal to the spells level (Min: 1). If the spell is of an equal or lower level than your spell maximum, you
automatically succeed. Otherwise you must then make an ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, you consume the spells magic, causing it to have no effect as it
fizzles out in your gullet.

If you successfully consume the spell, as a free action you may choose to forget one of your known spells and
learn the consumed spell. This spell must not exceed your maximum spell level.

Combat Gastromancy:

At 11th level, you become able to siphon off magic essence from your devoured prey in combat. As a bonus
action, you focus your attention inwards, and all creatures of your choice in your gut take 3d10 force damage as
your gut tries to convert them into magical essence. After which, you gain a number of gut points equal to ½ the
combined bulk of the creatures you targeted (minimum 1 gut point)

You may use this feature a number of times equal to your proficiency modifier per long rest.
Gastric Reversal

At 15th level, you are able to spit your foe’s spells right back at them. When you successfully use your Spell
Consumption feature, you may choose to recast the spell as part of the same reaction, with you as the spellcaster
and using your spell attack or spell save DC.

Awakened Gastrology

At 20th level, you have learned the secrets to converting prey into magic, and your arcane power is nearly as
terrifying as your appetite. You treat your max capacity as if you were one size larger, and now gain double gut
points from digested meals

In addition, all spells now cost 1 less gut point to cast.

Path of the Essence Absorber


Your body is a finely tuned machine specializing in a single purpose: Digestion. Your body is quickly capable of
breaking down anything you fit between your lips, and converting every iota of it into your own essence and
strength.

Rapid digestion:

At 3rd level, whenever a creature reaches 0 or lower HP in your gut, you may choose to begin completely
digesting them. The prey instantly expires, and instead of a number of hours listed on the digestion chart, it now
takes that many numbers of minutes to process the prey depending on the size of your meal.

In addition, your increased metabolism means you gain fat a much slower rate.

In addition, your digestion damage is now calculated as 2x your constitution modifier rather than once. This
increases to 3x your con modifier at 10 th level, and 4x at 20th level

Essence surge:

At 3rd level, you gain the ability to channel your digested prey’s essence to give you a momentary surge in
strength. You gain the following Gastric ability:

Essence surge: You may spend 2 gut points to take a single action as a bonus action instead. (A single attack, a
dash, a spell, a gastric ability, etc.).

You may only use this ability once per turn.


Incredible Acids

At 7th level, your stomach is a boiling cauldron

You now gain the ability to digest anything, from dirt to steel, and even gain sustenance from it. You can also
digest magic items, although due to their stronger nature they take a full long rest to digest, and may cause some
strange and potentially dangerous effects depending on the item digested.

In addition, your digestion damage ignores resistances, and all immunities become resistances instead.

Instant Conversion

At 11th level you learn how to effectively churn your prey into instantly melting and digesting. As an action, you
can cause your gut to churn with caustic acid. All prey in your belly suffer 4d6+con mod acid damage.

This increases to 6d6+con at lvl 15, and 8d6+con at level 20

In addition, now when a prey reaches 0 or lower hit points, you can choose to instantly digest and process them,
instantly adding them on as fat on your body, and gain the gut point benefits of digestion (although you do not
gain hit dice from digesting in such a rapid method)

Caustic Acids:

At 15th level, your acid can churn anything you can stuff down your gullet. All creatures lose their immunities and
resistances to your digestion damage, and are considered vulnerable to your digestive acids.

Living Fuel:

At 20th level, Your body is now a perfected engine of digestion, able to churn prey in mere seconds and convert
their energy into power for yourself.

When you take the essence surge ability, you may take two additional single actions as a bonus action rather
than one. This could be two attacks, one attack and one dash, one spell and one attack, etc.

Path of the Dominatrix


You are a predator for one reason: Control. You are the queen bee, the alpha, the top bitch in any room, and you
ensure that everyone knows it. Your whims might as well be law, and your body a divine temple that they will
worship.
Conjure Binding

At 3rd level, you are able to conjure magical chains, tentacles, rope, or other bindings from the ether to bind
around your foes. You can have up to a maximum of two chains that reach up to a maximum of 30 feet. This
upgrades to 4 chains and 60 ft at 7th level, and 6 chains and 120 ft at 15th level.

As an action, you may spend 1 gut point and choose a target within reach of your chains. They must make a
dexterity saving throw vs your gastric ability DC or become binded for 1 minute. They may spend an action to
attempt to free themselves with a dexterity or strength saving throw vs your gastric ability DC.

While a creature is affected by your bindings, they are considered grappled. However, when you move a
grappled creature, you can move them and not yourself if desired.

While a creature is binded, you may do the following abilities whenever you take the attack action, in place of one
of your attacks:

Pull: When you take the attack action, in place of an attack you can pull a binded target up to your maximum
chain length closer to you.

Fling: When you take the attack action, in place of an attack You can push a binded target up to your maximum
chain length away. If thrown to the maximum chain length away, you may release your binding on them to fling
them up to your chains length in additional distance away. They must make a dexterity saving throw or suffer 1d6
damage for every 10 feet thrown or half on a success. This damage is done in place of normal fall damage.

Slam: When you take the attack action, in place of an attack you can slam a binded creature into the ground,
whiplash it in your chains, or slam it into a creature, object, or spot within your maximum reach distance of the
target. The target must make a dexterity saving throw or suffer 1d12 + str mod bludgeoning damage, or half on a
successful save. If you are trying to slam the target into another creature, they may make a dexterity saving throw
to avoid getting hit. On a fail, they suffer the same damage.

Materialize Chains: As an action, you make your currently formed bindings permanent and get tougher. The
chains now are permanent and physical, and creatures now must make the saving throw to escape at a
disadvantage.

Additional Bindings: As an action, You may spend 1 gut point as an action to bind a binded target with even more
chains. The target must make a dexterity saving throw, which is done at a disadvantage if the initial chains
holding them are materialized. On a failure, the target is considered restrained.

Whips and chains:

At 3rd level, you gain proficiency in chains, rope, and other binding equipment as weapons. When you attack with
a whip, a chain, rope, or unarmed (lewd or normal), You now deal lewd damage instead of normal damage, and
gain your proficiency modifier in additional damage to targets when they are grappled, restrained, or have 0
movement speed. If your binding does not have stats for it, it uses your strength mod to attack and deals 1d6 +
str mod damage.

In addition, as an action you can use a whip, rope, or chain to grapple foes up to 30 feet away (so long as you
have a sufficiently long whip, rope, or chain). On a successful grapple, they remain at their current distance, but
you can move them closer to you as if you were moving them through normal grappling movement. The distance
you can grapple improves alongside the distance of your conjure binding ability, so long as you have sufficiently
long whip, rope, or chain.

Holding Cell:

At 7th level, your gut is your own personal cell, allowing you to toy with your victims for as long as you desire.
Instead of dealing digestion damage to any creatures inside you, you can choose to incapacitate all creatures
inside you. Doing so makes all creatures inside of you immune to all damage until the end of your next turn.
During this time you cannot take any actions against them such as resisting ongoing escape checks. You can
choose to use this ability while unconscious, and outside of combat you can declare your doing this ability
indefinitely.

Submission:

At 11th level, While a creature is affected by your chain's ability, you can force them to submit. You may use an
action to target a creature binded by you: They must roll a wis saving throw vs your spellsave DC or be charmed.
While they are charmed, they realize resistance is futile and will stop fighting you and your allies if they were
prior. In addition, reluctantly or otherwise, they will respond to any commands you give it, so long as the
command is not clearly suicidal or doing something strongly against its nature, such as attacking its friends. This
charm lasts for as long as they remain affected by your chained ability, binded by you such as being on a roped
collar, or within 10 feet of you (or inside you!). They may roll to break free of this every time they take damage or
are commanded to do something strongly against its nature.

Improved Chains:

At 15th level, when you use your conjure binding ability, you can target an additional creature at no extra gut point
cost. In addition, whenever you take a special chained action or attack, you may choose to have it affect all
chained creatures at no extra gut point cost.

Devoted following:

At 20th level When you charm a creature, they become completely and utterly devoted to you, as they regard you
as a living goddess or god. Once charmed by your submission ability, a creature remains permanently charmed
and remains in effect even after they leave your side. They will follow any command you give them, including
suicidal ones, and the charm remains in effect permanently unless broken by abilities and spells that can negate
charm conditions.
Path of the Seductress:
Unlike most predators, you prefer to have your meals willingly slide down your throats, or at least struggle to
resist you. Through the use of pheremones, seductive magic, or simply your natural charm, you are able to
weaken your prey’s resolve and make them all the easier to devour… And enjoy gurgling or being trapped within
your gut

Seductive Influence:

At 3rd level, Your very breath, scent, words and looks can be amplified to seduce a prey in a single erotic moment.
As a bonus action, you can expend a gut point to seduce a creature within 30 feet that you can see or touch.
They must roll a wisdom saving throw vs your spellsave DC or fall under the effects of your seductive nature.

While a creature is affected by this ability, they have disadvantage on all attack rolls against you, and on any skill
checks or saving throws to resist any of your actions, spells, or abilities, including seductive nature. You also gain
advantage on all social tests against the creature. They may use their action to attempt to break free of this ability
and roll another saving throw.

Seductive influence is considered a charm for purposes of bonuses from other abilities, spells, feats, etc.

In addition, any creatures that have been brought to 0 hp in your guts are considered permanently charmed and
are affected by your seductive influence ability until they are released.

Erotic Fighter:

At 7th level, your sexualized nature can bring down ever larger foes.

Whenever you make a successful melee attack, grapple, devour, or deal digestion damage, you may deal
additional lewd damage equal to your charisma modifier. The enemy is considered vulnerable to this damage if
they are affected by your Seductive Influence.

Pheromone Aura:

At 11th level, your seductive nature extends like pheromones around you, dulling the minds of those that might
otherwise resist you.

Whenever a creature within 10 feet of you attempts to make an attack roll, saving roll, or skill check, you may
choose to have them roll a d4 and subtract that number from their roll.
Irresistible Charm:

At 15th level, your seductive presence can melt steely resistance into willing meals. Whenever a creature passes
their save against your Seductive Influence, or successfully resists a grapple or devour check from you while
under the influence of Seductive Influence, you may use your reaction and force them to reroll.

Master Seductress:

At 20th level, when a creature is charmed by you or under the affects of your seductive influence, they gain the
willing condition. In addition, any creature affected by your seductive influence that attempts to attack you, cast a
spell, use an ability, or otherwise do any hostile action towards you, must now make a wisdom saving throw vs
your spellsave DC as they attempt to overcome the magical infatuation. On a failure, they are unable to strike at
you and lose their action.

New Class Options:


Below are all the new vore and lewd themed subclass options for the standard dnd 5e classes.

Artificer

Artificer, Golemancer
Golems are a frequently used tool across the lands. Tireless and without complaint, golems can serve diverse
roles such as guards, manual labor, or working in extreme environments others cannot go.

Most golemancers that create these golems view them in the same light as their clients: Simple, and things to be
controlled. And certainly never to grow attached to. After all, there exists more than one tale of woe about
golemancers who grew too attached and decided to free their creation from its bindings, only to have it go on a
murderous rampage starting with their former master.

But there are those that view golems with the perspective of infinite potential. To create a perfect life. A
golemancer is able to forge golems into the design of their dreams… And despite the warnings of their peers,
often do.

To those that go down this path, a golemancer's talents are soon directed toward one goal: creating sexy golem
companions. Some may call their work pathetic or lonely, but few would dare say so to the face of their wondrous
and oh so dangerous creations…
Designer Notes: Due to the nature of the golems customizability and the action economy, this class can become
quite strong in the hands of a munchkin or in the right game. In addition, adding on what is effectively another
new party member and either having the player playing 2 characters, or the DM playing their golem can add on
some additional roleplay difficulty.

I would recommend DM’s discuss with players wishing to take this class and come to an understanding about its
use.

Create Golems

At 3rd level, you learn how to create humanoid or close to humanoid golems. At the end of a long rest, you can
create your golem. This golem’s stats can be found at the end of this handbook, and most frequently takes on the
appearance of a golem-girl. A mix of animated stone, metals, and soft flesh. However it can look like anything the
creator desires, although it will still always be able to be easily recognized as a golem by onlookers.

This golem considers you its master, considers you fondly, and is bound to you. It will respond to direct
commands without question, even suicidal ones, unless trained or programmed otherwise.

In combat, your golem (or golems) go immediately after you in the initiative order, and have their own movement,
actions, bonus actions, and reactions it can take. It will always do what you command it to do, and in the absence
of commands, it will defend itself and follow its own logic for what it should do influenced by its developing
personality. The golem is assumed to be played by you, but discuss with your GM if you’d rather have the GM
play it as a fully separate entity. This option may be best if you have decided to free your golem.

Although a golem does not strictly need to eat, it is capable of doing so and being a predator. If it digests and
processes a meal equal or greater than ½ its capacity, it is able to fully heal. If it digests and processes a meal of
creatures equal to or greater than its capacity, it additionally gains temporary HP equal to your artificer level + its
con mod.

Your golem cannot be healed by mending spells due to its unique magi-tech composition. Instead, it can be
healed through magical healing and other healing effects that affect creatures, or can be healed to full HP by the
artificer spending a short or long rest repairing the golem with smith's tools or tinkers tools.

When a golem reaches 0 HP, it falls unconscious and is deactivated. It does not take death saving throws and is
considered stable. It can be reactivated by spending 1 minute in a repair ritual adjacent to it and expending a
spell slot of 1st level or higher. At which point, it returns to life with half of its HP restored.

If your golem is ever fully destroyed (such as being digested or broken apart), you always have a backup of their
core on hand, and can recreate the golem at the end of a long rest.

If you create a golem beyond the first, the last golem is deactivated.
The golem is not able to attune to any magic items outside of your infusions, as it is magically bonded to you. It is
able to attune to magic items created through your infusions.

Golem Infusions

At 5th level, you are able to empower your golem even further. You must replace at least 2 of your known
infusions with an equal number of golem infusions from the list below, but can replace more than 2. These golem
infusions are only able to be used on your golem. Anytime you would be able to swap or learn new infusions, you
can instead gain golem infusions.

Multi-Armed form: Your golem now has 4 arms or other appendages or aggressive features, and when it takes
an attack action it may attack an additional time.

Grapple-hand: Your golem now can launch its hand up to 30 feet, attached by a tether line. It is able to make
grapple tests up to 30 feet away, and upon a successful grapple, it may pull the grappled creature adjacent to it
as a free action. In addition, it can use its grapple hand to easily climb, and may be considered to be able to jump
30 feet up in the air or climb sheer surfaces anytime it is able to leverage its grapple hand. This infusion
increases to 60ft range at 10th level

War Golem: Your golem is now outfitted for war through additional armor plating and tougher flesh. It now
increases its AC and stomach AC by +3

Wide construction: Your golem increases its capacity as if it was one size larger. This feature increases to two
sizes larger at 10th level

Arcane Shield: Your golem’s deflect blow ability improves, and the deflect blow ability can now impose
disadvantage on any melee or ranged attack rolls from attacks it can see that targets itself or another adjacent
creature.

Magical Conduit: If you can see your golem and are within 30 feet, you may use your bonus action to allow it to
cast a cantrip from your list of known cantrips as its action.

Golem of Holding: Your golem is considered to have the stomach of holding feat.

Symbiotic Golem: While a creature is inside the golem, the creature no longer needs to eat or drink. In addition,
if a golem takes a long rest with at least 1 capacity worth of creatures inside of it, the golem restores to full Hp
and gains temp HP equal to your artificer level + int mod at the end of the long rest.

Arcane Blaster: Your battle golem may now use its force empowered strike ability as a ranged attack with a
range of 60 ft. This improves at 10th level to 120 ft.

Orgasmic Battery: While a creature is inside of it, your golem can stimulate it in order to power itself through the
creature's sexual energy. As an action, it may deal 2d6+int mod lewd damage to one creature inside of it. The
golem gains temporary HP equal to the damage dealt, not counting any damage done past 0 HP. This infusion
improves to 4d6 + int mod lewd damage at 10 th level.

Voracious Protocol: Your golem may devour as a bonus action upon successfully grappling a creature during its
turn.

Gulping Golem: Your golem counts as one size larger for purposes of grappling and devour contest checks
when they are the grappler/predator.

Uncanny Appearance: Your golem is now indistinguishable in appearance from a human, or another race of
your choosing. Due to their more realistic appearance, they gain proficiency in persuasion.

Maid Modifications: Your golem now takes on the appearance of a maid. It gains the prestidigitation and
mending cantrip, the healer feat, and is considered to always have a healer's kit that replenishes all charges on a
long rest. The golems restores the max amount of health possible on any healing roll when the target is inside
them (excluding themselves).

Lewd Appendages: Your golem is now equipped with various lewd devices, appendages, and upgrades. It may
deal lewd damage in place of any damage, including its digestion damage. In addition, when your golem grapples
a creature, it gains advantage on all attacks that do lewd damage against that grappled creature.

Alchemical Repurposing: Upon digesting meal equal to its capacity, instead of gaining temporary HP, your
golem may reuse its nutrients to create a number of potions equal to its constitution modifier within itself. These
potions may either be a potion of healing, potion of poison, or a philter of love, in any combination. These potions
can be regurgitated out through any orifice or piping as an action and fed to an adjacent creature or container. It
can hold a number of potions equal to its constitution modifier. This infusion improves at 10 th level to being able to
hold and create twice its constitution modifier worth of potions.

Recycling Module: Your golem’s digestion ignores digestion resistances, and immunities become resistances.
In addition, it can now digest anything except magical items. This includes inanimate material such as stone,
metal, diamonds, etc. These materials now count as food for the purposes of various golem effects. In addition,
upon digesting a meal of inorganic materials, It can choose to forgo the normal digestion bonuses (such as
healing and temp HP) to create new objects that are smaller than the meal, and is capable of transmuting
materials into other materials. However these objects are always somewhat crude, and do not pass up to close
inspection or very fine tasks (ex. stamped gold coins look crude and “off”, precise lockpicking tools are a bit too
blocky, etc.)

Override Link: Your golem is now designed to safely store you, and allow you to link into its body to become an
extension of yourself. Upon gaining the swallowed condition inside your golem, you can integrate into your golem
as a free action. While integrated into the golem, you are considered to be the golem, and see and feel what it
feels and able to use its abilities during your turn. The golem can still feel what is going on and can mentally
communicate with you. The golem no longer has its own actions or count in the initiative while you are integrated
inside it. Due to your golem assisting you, you gain the following ability while integrating with your golem:

Stronger Together: You may now use your bonus action to dash, disengage, use an object, or attack (one
weapon attack only). You also gain one additional reaction.

While integrated, you now make all your physical tests with the golems stats, and you now use the golems
attacks in place of your own. However you can also use your spells while controlling the golem as if you were the
golem, as well as any other abilities you might have. Attacks that target the golem can force you to take
concentration checks, which you do with advantage.

Additional Infusions:

In addition, with GM permission and approval, you can create your own unique golem infusions!

Greater Golem Infusions

At 9th level, you gain additional options for golem infusions:

Large: Your golem is now large, and gains all the appropriate benefits for the size increase. This increases the
damage of their force empowered strike. However, you now must spend 1 spell slot of every spell level that you
know in order to reactivate it, rather than simply a 1 st level spell slot. (ex. At 9th level, you would need to expend a
1st, 2nd, and 3rd level spell slot when you took your minute to revive the golem.). In addition, your golems HP is
calculated as your int mod + golem con mod + 10 times your artificer level

Magic reservoir: A golem has a pool of magic equal to your int mod + proficiency mod. As the golems action, it
can cast any spell you have prepared by expending a number of its magic pool points equal to the spell's level. It
can replenish its magic reservoir by digesting a meal equal to its capacity or greater instead of gaining temporary
HP.

Create Minor Golem: By spending a long rest and 1000 GP and one of your infusions, you are able to create a
lesser golem, using the lesser golem stat block. This golem does not count against the maximum number of
golems you can have. This golem comes with a single golem infusion of your choice that you know, and this
added infusion on the lesser golem does not count against the number of infusions you can have active at one
time. This infusion may never be changed. It may not have any of the greater golem infusions you gain access to
at 9th level.

If this golem ever reaches 0 HP, it is destroyed and cannot be revived like a normal golem. However, you always
have a copy of its core, and can recreate it with another ritual after a long rest, spending the same gold cost.

The golem follows all other rules of normal golems.


Master of Golemancy

At 15th level, you are now able to direct your tinkering efforts towards one of two schools of thought: More golems,
or better golems. You must pick only one of the following features at this level:

Golem Harem: You are now able to create up to 3 golems. Each golem after the first requires expending an
infusion. Infusions must be applied separately to your golems

Golem Devotion: Your golem now gains an additional +2 to its AC, an additional 1d8 to its damage rolls, and an
additional 5 health per artificer level (this applies retroactively).

Golem Growth: Your golem is now huge size, and gains all the appropriate benefits of being huge size. In
addition, its health is now calculated as your int mod + golem con mod + 15 times your artificer level. You must
now expend 2 spell slots of every spell level you have access to in order to revive the golem. If you have only 1 or
less maximum slots in a spell level, you need to only expend 1.

Alternate Golem Golemancer:

If you are the golem race and take the golemancer, you may elect not to have a golem. Instead, you gain the
following effects:

-You gain the golems deflect attack, digestive repair (a number of times per long rest equal to your int modifier
instead of 3 per day), and force empowered strikes abilities.

-You ignore all references to expending spell slots to repair or revive your golem

-You may now use golem infusions on yourself. Whenever it references “your golem”, it now is referencing you.

-Large infusion and Golem Growth now give you the effects of a permanent size increase. Large gives you +1 HP
per level instead of changing your HP calculation, while huge gives you +2 per level. Golem devotion gives +1 hp
per level. If you would change sizes, you gain all the benefits of a permanent size increase.

Barbarian

Barbarian, Belly Smasher


Those that follow the path of the belly smasher have learned to live the indulgent lifestyle that vore can provide.
Eating, drinking, and always sporting a large and impressively sized belly of imprisoned victims and substantial
fat. To a belly smasher, food and happiness are one in the same, and they learn to use their defeated foes to
help them smash their enemies, and get a even more stuffed gut.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Belly Smash

At 3rd level, when you take this archetype you learn a new attack, “Belly Smash.” A belly Smash is a melee
weapon you are proficient in that deals 1d12 + str mod damage.

In addition, upon hitting an enemy with a belly smash, you may use your bonus action to add your full weight into
your attack. This damage is based upon your bulk size, starting at 1d4 + your con mod in damage and increases
by one dice step for every size above that.

For example: A creature with a large bulk (8) would become 1d6, huge bulk (16) would become 1d8, gargantuan
(32) would become 1d10, up to a maximum of 1d12 at a larger than gargantuan capacity (64).

In addition, if you are ever over your maximum capacity and use your bonus action belly smash ability, you may
roll two dice of additional damage rather than one.

Large Frame:

Your thicker frame grants you a wide variety of bonuses: At 3 rd level, you gain the following effects:

 You no longer suffer penalties for being over capacity

 Your capacity and bulk increases as if you were one size larger

 You are no longer considered restrained when you are over maximum capacity. Instead you move at ½
speed, you have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws, and
all attacks against you gain advantage.

Smother and Bounce

At 6th level, you can attempt to smother a creature against your expansive body and belly. You may use an
attack to make an athletics (STR) test against a grappled creatures athletics or acrobatics. If they fail, they are
restrained for the duration of the grapple.
You can also use your impressive belly and curves to bounce foes away. When you hit with a belly smash attack,
you may reduce the total damage by half (before resistances) to knock them 10ft away from you, and they must
succeed on a dexterity saving throw vs (8 + your proficiency + your strength) or be knocked prone.

Gargantuan Gut:

At 10th level, your gluttony and indulgent lifestyle has given you a even larger gut, and the strength to wield it like
a battering ram. You gain the following abilities:

 When attacking a creature with belly smash, you may also attack one additional creature adjacent to the
you as part of that attack. This may be used with bounce.
 When attempting to grapple a creature, you may also attempt to grapple one additional creature adjacent
to you as you pin them beneath your belly or body as part of that grapple. This may be used with Smother.

A Full and Happy Belly

The only way to go through life is to share the experience with as many people in your belly as possible! Often by
smashing them into other bellies. At 14th level, if you are ever over maximum capacity, your belly smash attack
targets all creatures adjacent to you of your choice (roll individually for each target). While over maximum
capacity, you may also grapple all adjacent targets when you take the grapple action. These features may be
used with smother and bounce.

Barbarian, VoreZerker
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.

Vorezerkers typically live solitary, nomadic lives, moving from place to place in search of new food sources, or
jumping from conflict to conflict as mercenaries for a steady stream of battles and food.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Feeding Frenzy

Also starting at 3rd level, whenever you rage, you now enter into a feeding frenzy. You retain all the effects of
your rage, but with the listed additions and exceptions:
For the duration of your feeding frenzy, you can take the Devour action on creatures you don't have grappled.
Additionally, you count as one size larger for the purpose of devour contests where you are predator during your
feeding frenzy, and do not suffer penalties from being over capacity or over maximum capacity during the feeding
frenzy.

During a feeding frenzy, you no longer lose your rage if you haven’t attacked a creature since last turn. Instead,
your feeding frenzy ends if you end your turn and you have not taken a devour attack, or taken damage since
your last turn. You can end your feeding frenzy as a bonus action.

When your feeding frenzy ends, if you have no creatures in your stomach, you suffer one level of exhaustion.

Iron Stomach

Starting at 6th level, your stomach becomes a nigh impenetrable prison that keeps its prey down no matter what.
Your stomach gains resistance to all damage while in a feeding frenzy.

Strength through Consumption

Starting at 10th level, your devoured prey only serve to further your strength and hunger. As a bonus action during
a feeding frenzy, you let out a ferocious ear-splitting belch, and gain temporary hit points equal to the capacity
points you are filled with.

You may use this feature once per feeding frenzy.

Unstoppable Hunger

Starting at 14th level, while in your feeding frenzy, you may use your action to Devour all creatures within 5 feet
of you.

Additionally, during your feeding frenzy, you now count as two size larger for the purpose of devour checks where
you are predator, instead of one.

Barbarian, Orgasmic Rager


Get lewd and get crude

There are those creatures who’s libido is so great that they struggle to be satisfied. Those who stoke this desire
may sometimes discover the path of the Orgasmic Rager. These barbarians desire nothing but the most crude
and intoxicating sexual experiences. They have no need for foreplay, for they are often forever aroused.
Unfortunately for those around them, this often means they are extremely sexually aggressive, often looking to
fuck or be fucked at every given moment. Most orgasmic ragers join virile and sexual adventuring parties or
groups, hoping to satisfy their endless lust and put their talents to use on their unsuspecting enemies.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Superior Lewd Strike:

At 3rd level, when you’re not using any shields or armor, your lewd strike now upgrades to 2d6 + cha modifier in
lewd damage.

Lust Frenzy:

At 3rd level, you replace your rage ability with Lust Frenzy with the following rules:

You can enter a Lust Frenzy when you rage. While in a lust frenzy, you gain the following additional benefits.

● When you make a lewd strike or use a weapon or other attack that deals lewd damage, you gain your rage
damage bonus.
● You have resistance to all damage but lewd damage
● If you are charmed, you may attack the charmer with attack rolls or abilities that deal lewd damage,
bypassing the normal charmed conditions that prevent you from attacking them. You also gain double your
rage damage vs targets you are charmed by.
● After you suffer lewd damage in a Lust Frenzy by another creature, you may use your reaction to gain the
charmed condition towards the creature for one minute.
● You deal your proficiency modifier in lewd damage to yourself at the end of every turn.

If you are able to cast spells, you can't cast them or concentrate on them while in a lust frenzy.

Your Lust Frenzy lasts so long as you are conscious. You can also end your lust frenzy on your turn as a bonus
action.

Once you have done a Lust Frenzy a number of times shown for your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you can Lust Frenzy again.

Grind, Consume, Struggle, Orgasm:

At 6th level, you learn how to get the most pleasure out of any situation. While in a Lust frenzy, and when you are
grappled, restrained, swallowed, or being devoured by your target, or attacking a target is being grappled or
devoured, or attacking a target you have swallowed, you gain double your rage bonus damage when dealing
lewd damage. This stacks with the charm effect provided by lust frenzy, meaning you can get up to quadruple
rage bonus damage.

Masochist:

At 10th level, your body is so attuned to pleasure that even the most painful of strikes send a shiver of delight up
your spine. When a creature deals damage to you, you may choose to treat that damage as lewd damage.

Unstoppable:

At 14th level, your sheer lust can keep you going through even the most painful and pleasurable experiences.
When you fall to 0 HP through lewd damage and choose to activate relentless rage, you may choose to
experience a mind-wracking orgasm. You suffer one level of exhaustion immediately, and should you pass your
relentless rage check, you restore 5 times your barbarian level in HP instead of 1 HP.

If you ever reach 6 levels of exhaustion through this feature, you instead fall unconscious and into an orgasmic
stupor for 2d4 hours and fall back down to 5 levels of exhaustion.

Bard

Bard, College of the Feeder


Some bards appreciate art as the ultimate expression. Others believe in the power of music. Those who choose
the college of the feeder believe the ultimate art is between a predator and prey. Those that participate in this
college are often prey, observers, or switches, trying to fulfill their predatory wishes of those around them, or
themselves.

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Voracious Inspiration

At 3rd level, you learn a song that inspires predation. Your bardic inspiration gains the following additional uses:

 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 until the end of their next turn.
 When a creature with a Bardic Inspiration from you succeeds on a devour action roll where they are
predator, they may expend their bardic inspiration die to gain an additional success. This upgrades to 2
successes upon gaining a D12 for your bardic inspiration die.

 A predator with at least 1 creature inside them with a Bardic Inspiration Die from you may use the bardic
inspiration die to restore health equal to the roll + your charisma modifier.

Prepare the Feast:

At 3rd level, you learn how to use your magic to feed those around you, constantly. By expending a use of your
bardic inspiration as an action, you can magically create 5 pounds of non-living food or drink. The food and drink
are always delicious and are of your choice of flavor, texture, appearance, etc., and you may have it come in a
temporary magical container that disappears after use (such as a bowl, or a wine jug). Feeding 1 pound of your
magical food or drink restores 1 HP to a creature, and every 5 points of food is considered worth 1 capacity point
of sustenance.

In addition, you can always feed food or drink to other creatures (or yourself!) as a bonus action as well as an
action, and can feed up to 5 pounds as part of a single action/bonus action.

If not consumed within 24 hours, it turns into dust and disappears.

In addition, once you are able to cast 3rd level spells, you know the spell create food and water, and this counts as
your special magical food. This does not count against your spells known.

Happy Predators:

At 3rd level, you are able to soothe and praise predators during a rest, and gain much needed material for future
tales and songs. Whenever you use the song of rest feature, add on the following effects:

 Predators with 1 or more creatures inside them, or food equal to ½ or more of their capacity gain
temporary HP equal to the max roll on your bardic inspiration die + your charisma modifier + your bard
level. You gain this benefit if you provide this to at least one other predator, even if you yourself have no
creatures inside of you.

 Creatures, food, objects, etc. are digested twice as fast during the duration of the rest

Enthralling Proposition:

At 6th level, you learn how to more effectively charm creatures into being your allies meals. Whenever you charm
a creature or use another similar enchantment spell, your target no longer considers being devoured as a hostile
action, and is considered willing so long as they remain charmed. However, other conditions such as hostile
actions, receiving damage, and digestion may still break the spell.

Encourage Gluttony:

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.

Bard, College of the Glutton


Bards of this college desire one thing only: To consume. Usually, food. And people.

Often those that are part of the college of the glutton are natural hedonists: inclined to continue to eat and put on
more weight due to their never ending hunger or simple addiction to food (and people!). Some bards of this path
will become chefs in an attempt to sate their own desires for delicious treats, but often such a task is time
consuming and rarely produces the amount of food required, and thus more often do they simply hire on cooks or
use their talents to eat those around them instead!

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Belly Casting

At 3rd level, When you join the College of the Glutton you may use your gut as your spellcasting focus, and all
verbal components of spells may be replaced with loud gastrointestinal noises.

Immense Appetite:

At 3rd level, you increase your capacity as if you were one size larger

Selfish Hunger:

At 3rd level, you focus your gluttonous desires inwards. Once per turn, during any point when you take the devour
action, you may expend a use of your bardic inspiration on yourself to do one of the following.

Gulp: You gain one additional success on an ongoing devour contest where you are predator. This upgrades to 2
successes at 14th level.
Growl: You add your bardic inspiration die to your devour roll. This may be done after seeing the result of yours
and the enemies rolls.

Gurgle: You add your bardic inspiration die to your digestion damage this turn, and regain health equal to the roll
on your bardic inspiration die + your constitution modifier. You may do this as a bonus action anytime instead of
during a devour action.

Extra Attack

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

Devouring Spell

Starting at 14th level, when you use your action to cast a spell, OR whenever you expend a bardic inspiration,
you can make a Devour check as a bonus action without needing to grapple your target first.

Bard, College of the Dancer:


The college of the dancer is rarely a true college. Rather, there exist a number of societies, brothel institutions,
and other such employers of the flesh trade that train men and women to become experts in the sensual arts:

Those dancers that hone their skills are said to make their partners orgasm from a mere look.

Performance Expertise:

Starting at 3rd level. You are now proficient in performance, and your Proficiency Bonus is doubled for any ability
check you make that uses performance.

Graceful Dance

Your movements are flowing, beautiful, and graceful. Your performative moments flow in a manner that is equal
parts art and skill.

At 3rd level, you no longer need a spellcasting focus when casting your Bard spells so long as you are dancing or
moving in a sensual manner as a part of your somatic components.

In addition, whenever you need to make an acrobatics test, you may instead use performance.
Warding Beauty

Upon taking this archetype at 3rd level, when you are not wearing any armor, concealing/overly heavy clothes, or
wielding a shield, you gain an unarmored defense that is equal to 10 + your Dexterity modifier + your Charisma
modifier.

Lustful inspiration:

At 3rd level, whenever you provide bardic inspiration to another creature, you may choose one of the following
effects to immediately occur:

Dance of Life: One creature that can see you within 30 feet restores HP equal to your charisma modifier. This
upgrades to twice your charisma modifier at 14 th level.

Dance of Pleasure: One creature that can see you within 30 feet suffers lewd damage equal to your charisma
modifier. This upgrades to twice your charisma modifier at 14 th level.

Dance of Desire: One creature that can see you within 30 feet must make a wisdom saving throw or be charmed
towards you until the start of your next turn as they find themselves unable to strike you. At 14 th level, creatures
have disadvantage on this save if you have dealt lewd damage to them during your turn.

Dance of Grace:

At 6th level, your graceful dance flows like water, allowing you to move around the battlefield with graceful alluring
steps. Whenever you use a lustful inspiration dance, you no longer provoke opportunity attacks until the end of
your turn.

Provocative Performance:

At 14th level, you have learned how to continue your sensual dance through your audience’s reactions. Whenever
you deal lewd damage during your turn, you may regain one use of your bardic inspiration. You may use this
feature once during each of your turns.

Druid

Added Druid Features


Anthropomorphic Wild Shape:

2nd level optional druid feature


Whenever you use the wild shape feature to turn into a creature, you may instead turn into an anthro or demi
version of that creature. This uses all the same stats, abilities, size, etc. that the creature has, and follows all
normal rules for wild shape. However you are always considered to have use of your hands, are able to speak,
and so long as the creature is not of a different size than you, you are always able to wear and use your
equipment without problems. You are still incapable of spellcasting unless otherwise specified.

Any creatures you devour while in your wild shape stay inside you once you leave your wild shape form, either
naturally or by damage.

Druid, Circle of the Chimera


The Circle of the Chimera are druids who have chosen to keep their original forms, but improve upon it with the
best features of the creatures they know and consume. For many, it's considered a right of passage to hunt and
digest a creature before they use their powers, even if they could learn it from another source.

Those Druids that practice the circle of the Chimera are often predators themselves, but it's not unknown to be
prey as well.

Athletics Expertise:

Starting at 2nd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability
check you make that uses athletics.

Chimera Forms

Starting at 2nd level, you gain the ability to partially change your physiology, granting you the traits of various
animals. You are no longer able to wild shape into animals. Instead, as an action or bonus 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 tests against creatures of a smaller size
● Bear's Teeth: You gain a new natural weapon attack that you are considered proficient in, bite: This attack
deals 1d10 + str mod damage.
● Frog's Tongue: You may make grapple attempts on creatures up to 15 feet away. On a success, you pull
them adjacent. If you are able to devour without grappling, you are able to do the same with devour
attempts.
● Beetle's Armor: Your Base AC becomes equal to 13 + your wisdom modifier.
● Cheetah's Legs: Your movement speed increases by 10 feet.
● Fish Fins: You gain a swimming speed equal to your movement speed.
● Eagle's Eyes: You gain Advantage on Perception and Insight checks.
● Rat Instincts: You gain advantage on survival checks, a sixth sense for danger, and cannot be surprised.
● Gazelle’s Hooves: When you successfully avoid a grapple or devour test and your speed is not 0, you
can use your reaction to instantly move ½ your movement without provoking attacks of opportunity.
● Crocodiles Maw: During a devour contest, creatures have disadvantage on escape actions. This does not
include resisting being devoured.

This feature follows the normal rules for the time limit per standard wildshape, but none of the other restrictions of
wildshape. This feature upgrades to 3 effects at lvl 4, and 4 effects at lvl 8

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, the following options are added to your chimera form features as possible options:

● 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 your movement speed
● Displacer Beast's Pelt: The first attack each turn that targets you is made with disadvantage
● Trolls Regeneration: You regain 4 HP at the start of your turn while you are above 0 HP.
● Ogres Acids: You can now digest anything except for magical items and artifacts. All creatures and
objects inside you that have immunity to digestion become resistant, and all creatures that had resistance
to digestion lose their resistances.
● Manticores Tail: You now gain a tail (if you didn’t have one already) and tail maw that is able to count as
an additional hand for grappling, and an additional orifice for devouring. You can take a bonus action
devour with disadvantage using your tail maw against a target you have not already targeted during your
turn with a devour check. This target does not need to be grappled first. This test is no longer done at
disadvantage if you already have 1 or more devour contest success.

Athletics Expertise:

Starting at 2nd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability
check you make that uses athletics.
Fluid Chimera Form

Starting at 14th level, while you are in your chimera form, you may use your bonus action to lose one of your
effects, and replace it with any other effect you have not already chosen.

Druid, Circle of the Dryad:

A circle of the Dryad druid takes a more focused approach than many other of their druid kin. Where most druids
focus on plants as a whole, Circle of the Dryad Druids are more focused on plant life. They resonate with trees,
flowers, and the very earth itself.

Botanical Growth

At 2nd level, you are able to shape nature to your whims. As an action, you can expend a use of your wild shape
feature to activate Botanical Growth:

From your body you sprout one large winding vine. This increases to 2 vines a 4 th level, and 3 vines at 8th level.
These vines last for one hour, or until you dismiss them as an action.

When you use botanical growth, you can make an attack, grapple, or shove attack with each vine. You may use
your vines again as your action on any turn while your vines last.

These vines have a 15ft, and use your spellcasting attack modifier for attacks, grapples, and shoves. On
successful attack, they deal 1d8 + your wisdom modifier in bludgeoning damage.

A vine that has a creature grappled cannot attack or target creatures other than the grappled creature. Each vine
can only grapple one creature at a time. Vines can drag grappled creatures up to 15 ft as their action. If you ever
move out of your vine's reach when they have a creature grappled, the grapple breaks instantly.

Soul of the Dryad:

At 2nd level, you are able to commune with plants. You know the speak with plants spell, and casting it does not
use up a spellslot. You may use this feature a number of times equal to your wisdom modifier per long rest.

Botanical Infusions:

At 6th level, you learn how to infuse your plant growth with special abilities. When you activate your botanical
growth feature, you may now select one botanical infusion from the list below for your vines. These botanical
infusions may not be changed once chosen unless you expend another use of the wild shape feature.
Nature’s Reach: Your vines now have a reach of 60 ft.

Predatory Plant growth: Your vines resemble some type of predatory plant, such as a venus fly trap or a pitcher
plant. When you use an action to use your vines, you may instead use your vines to make a devour check
against a creature they have grappled.

Alluring Scent: Your vine emits a particularly alluring aphrodisiac that dampens a creature's will to resist. When
this vine has a target grappled they suffer disadvantage on all strength and dexterity checks.

Pleasurable Textures: Your vines grow a soft and pleasurably smooth texture. This vine deals 2d6 + your wisdom
modifier lewd damage when attacking grappled, restrained, and prone targets, and may choose to deal lewd
damage instead of its normal damage types.

Bark Shield: Your vines grow thick and tough. When you take an action to use your vines, you may instead use
your vines to provide +3 AC to a creature in range of the vine until the end of your next turn.

One With Nature:

At 10th level, you are able to call upon the forest and sprout a beautiful grove that’s under your control.

As an action, you are suddenly engulfed in a plant-cocoon, and a beautiful fantastical grove sprouts in a 120ft
radius around you. Your cocoon may take any shape you wish, such as a flower, a tree, the belly of a dryad, and
so forth, but remains stationary and visible in the center.

If you activate this inside another creature, your vines sprout from their body and pin them to the ground. They
have a movement of 0 and cannot be moved or pushed against their will.

This plant cocoon has 4 HP for every level you have in this class. While in this cocoon, your movement is
reduced to 0, and you cannot be pushed or moved against your will.

The grove around you is considered difficult terrain for any creatures of your choice as nature herself works to
impede their progress.

If the cocoon ever falls to 0 HP, you are knocked out of the cocoon. The grove remains, although may wither and
die if it is in an inhospitable environment.

You may activate this ability once per long rest.

Improved Botanical Infusions:

At 14th level, when you use Botanical Growth, you may choose two botanical infusions instead of one.
Cleric

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 tradition 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 Intensify Hunger, Flavor/Disgust

3rd Sophie’s ravenous consumption, Devouring smite

5th Greater Belch, Maddening Hunger

7th Leeching Insides, Entice

9th Bellyport, Inhale

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.
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 creature as an action. For the next minute, that creature may use their bonus action for a
single devour attack.

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. As a
action, you may present your holy symbol. You and any 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 attempt to Devour a
creature without needing to grapple them first.

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 the total capacity points of creatures and food they
contain. A creature can never gain more than ½ their maximum health in temporary HP in this manner, and any
temp HP gained exceeding ½ their maximum health is lost.

Extra Attack

Starting at 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Excess

Starting at 17th level, you can use your action to activate 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 for one minute. At the start of their turns, creatures charmed in this way will use their action to
make Grapple and Devour attacks against the closest target within reach, determined randomly. If there are no
targets within reach, they must use their movement to move towards the nearest valid target. They may roll the
saving throw again whenever they successfully swallow a creature.

Once you use this feature you may not do so again until you finish a long rest

Cleric, Gutslut domain


There are those prey out there that regard the experience of being trapped inside another creature as euphoric…
Divine even. Those that pursue these preyish tendencies begin to regard it as a form of worship, eschewing other
pleasures and activities in favor of squeezing guts and teasing predators. And from their love and pleasure was
born the Gutslut Domain, resonating with all those that seek their similar desires…

There is no formal name for this domain. Some simply call it a portion of the domain of pleasure. Some call it the
domain of stomachs. Some decry it's even existence, merely proclaiming it to be an illusion brought on by lack of
oxygen in the stomach. A hundred and one words exist for it. Yet no matter the name, they all practice their
worship through one thing: Climbing down the throat of the nearest and most enticing predator and worshipping
their belly as their own personal church, and leaving their fate in the hands of their predators.

Perhaps because of these preyish tendencies that it's exceedingly rare to encounter a cleric of these domains.
Most often they are digested early on in their career, or perpetually kept inside another creature's gut as an
unknown bulge.

But those that survive for long enough learn to become one with their predator in body and soul, finally reaching
those heightened pinnacles to be rewarded with living out their fantasies over and over and over… And their
predators are rewarded with the power to keep them inside forever…

Gutslut Domain Spells

Cleric Level Spells

1st Flavor/Disgust, Cure wounds

3rd Homunculi Food, Healing Massage

5th Medicinal Acids, Meal of the Phoenix

7th Entice, Bellyport Ally

9th Belly Fortune Telling, Greater Restoration


A Gutsluts Purpose

At 1st level, While you are inside another creature, when you normally would roll one or more dice to restore HP,
you instead roll the highest number possible when restoring HP to solely your predator. This has no effect for
effects that restore or create temp HP.

In addition you no longer need to make concentration checks when attempting to cast spells while inside a
stomach that has not dealt digestion damage to you since the end of your last turn, and you have advantage on
concentration checks while you are inside a belly even if it has dealt damage to you.

Eternal Meal:

At 1st level, through a one hour intimate ritual involving yourself and your predator of your choice, you pledge
yourself to be their Eternal Meal.

Whenever you are digested, if your predator is alive, you return to the body of your chosen predator upon their
next short or long rest, counting as if you had just had a short or long rest respectively. This ability does not
function if your soul is bound, such as being absorbed, trapped, etc

You can recast this ritual once per day to select a new predator, replacing your old one.

In addition, you are more often targeted by hungry predators due to your inherent prey nature.

Channel Divinity: Gutsluts Promise

Starting at 2nd level, you can use your channel divinity to cry out in bliss about your state and empower your
predator with the strength of their squeezing insides.

As an action you throw yourself at the mercy of your predator's gut. While this is active, your let your predators
guts use you as a meal for strength, dealing damage equal to 5 + twice your level at the end of your turn that
ignores all resistances and immunities. During this time, they gain your proficiency modifier as a bonus to all
attack rolls and damage rolls, skill checks, and saving throws. This continues until you expend a bonus action to
cancel it, or until you are defeated/unconscious/killed.

This does count as digestion damage for the purpose of Divine Feast

Divine Feast

At 6th level, your body becomes an impossibly nutritious snack, allowing predators to sap your strength to heal
their bodies. Whenever your predator deals digestion damage against you, they gain that much HP restored to
them. If they are at max or if it would exceed max, it becomes temp HP.
Upon reaching 0 hit points or lower through digestion damage, roll a constitution saving throw vs DC 10 or the
digestion damage dealt, whichever is higher. On a success, you are not defeated and return to 1 HP. All damage
done beyond 0 hp is not counted for purposes of restoring health to the predator.

Bonded Gutslut

At 8th level, you learn how to infuse your predator with power. You gain the following abilities:

Infuse strength: As an action, you can give strength to your predator. They gain an additional 1d8 radiant damage
to their weapons and unarmed attacks until the end of your next turn. This upgrades to 2d8 at 14 th level

Infuse protection: As an action, you can give protection to your predator. They gain +2 to their armor class and
stomach AC until the end of your next turn. This upgrades to +4 at 14 th level.

Infuse pleasure: As an action, you can give pleasure to your predator to mask the pain. They gain temp HP equal
to your cleric level + wisdom modifier, that lasts so long as you are inside them.

Infuse Courage: As an action, you can cause your predator to reroll the saving throw to break out of an ongoing
spell or effect, such as frightened, charmed, command, etc. This saving throw roll is done with advantage.

Infuse Hunger: As an action, you can cause your predator to feel extreme pangs of hunger. The predator can
take a grapple or devour action against a creature in reach as a reaction.

Gut Magnetism

At 17th level, you are so drawn to predators that you are able to pledge yourself to them with but a plea of desire.

You may select a new predator to become bonded with for your meal eternal. The predator no longer needs to be
willing. As part of the same action, you teleport yourself into their belly per the bellyport ally spell, cast at your
spellsave DC if needed.

You may use this ability once per short or long rest.

Cleric, Pleasure Domain

You have pledged yourself to the pleasure domain, seeking out pleasure and bringing it to friends and foes alike.
Pleasure Domain Spells:

Cleric Level Spells

1st Vision of Exquisite Pleasure, Share


Sensation

3rd Eminently Talented, Disrobe

5th Promise of Pleasure, Orgasmic Vibrations

7th Aura of Lust, Evard’s Black Tentacles

9th Come to me, Hold Monster

Unarmored Defense

At 1st level, you learn how to shed your armor to get closer to those around you. You gain an armor class equal to
10 + your dexterity modifier + your wisdom modifier

Channel divinity: Enticing Beauty

Starting at 2nd level, you can use your channel divinity to entice others to join you in pleasure.

As an action, you may present your holy symbol, and each creature of your choice within 30 feet must make a
wisdom saving throw. On a failure, they are charmed until the end of your next turn or until they take any
damage. You can also command them to approach you during their turn when they fail the saving throw.
Touch of Ecstasy

At 6th level, you learn how to overwhelm your opponents with pleasure. When you make an attack that deals lewd
damage, you can force one damaged enemy to make a charisma saving throw. On a failure, they are stunned
until the end of their next turn.

You may do this a number of times equal to your wisdom modifier and regain all uses on a long rest.

Divine strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack or unarmed attack, you can
cause the attack to deal an extra 1d8 lewd damage to the target. When you reach 14th level, the extra damage
increases to 2d8.

Moment of Rapture

At 17th level, you are able to grant anyone a rapturous orgasm. When you use your touch of Ecstasy feature,
creatures that fail the save are now paralyzed until the end of their next turn rather than stunned. This counts as
them orgasming for the purpose of various spells and effects.

Fighter

Added Fighter Features:


Predator Fighting Style:

1st level fighter feature

When you choose a fighting style, the predator fighting style is added to your list of options:

Predator:

Gain +2 to your athletics modifier

Fighter, Entrapper
Many predators see consumed prey as little more than food to be churned up for their personal pleasure and
sustenance. However there are those who see digestion as more of a unfortunate side effect to the true
advantage of devourment: The ability to trap and control their enemies (and friends!), to lord over other creatures
in their stomach and make their whole world revolve around their existence in their slimy guts.

To this, many professions on the fringes of civilization often use vore as a means of control. Bounty hunters,
prison wardens, kidnappers, and so on. Other professions find use in the ability to store precious people and
objects in their bodies for long journeys and emerging unharmed, like merchants and bodyguards. It’s even
rumored that great lords and ladies will sometimes choose the safety and privacy of riding in a trusted warriors
belly than a carriage.

These entrappers use their strong frames and bodies to their advantage, specializing in grappling arts that allow
them to control their enemies just as much outside of their bodies as within.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Pinning Techniques

At 3rd level, you’ve learned the best way to control your foes is through your strong hands and strong gut. You’ve
learned the following techniques:

 Your unarmed strikes now deal 1d4 + str mod damage, and you now have a new natural melee weapon
attack that you are proficient in, Pin. This attack can only be used against creatures you have grappled,
swallowing, or swallowed, and on a hit deals 2d6 + str mod bludgeoning damage.

 You have advantage on attack rolls against creatures you are grappling

 In place of one your attacks, you may attempt to restrain a creature you have grappled by making another
grapple check. If you succeed, the creature is restrained until the grapple ends.

 Whenever you are able to make an Attack of opportunity, you may attempt a single grapple instead.

 As a bonus action, you may deal 1d4 + str mod bludgeoning damage against one creature you have
grappled, swallowing, or swallowed.

Walking Jail:

At 3rd level, you are able to keep your prey alive for as long as you wish and keep them down more effectively.
You gain the following effects:
 While inside your body, your prey never needs to eat or drink.

 You may choose to make any number of creatures inside you immune to your digestion as a free action
and may retract it just as easily. Gear does not count as part of a creature (and thus may be digested
separately).

 While you are filled with at least half your capacity in living creatures, you are considered fed.

 You treat your capacity as one size larger.

 You increase your stomach AC by +2

Mobile Storage

At 7th level, you learn how to fill yourself even more, and use your prey to help contain and protect them. You no
longer suffer movement penalties from being over capacity and attacks no longer have advantage against you.

In addition, you are no longer considered restrained when you are over maximum capacity. Instead you move at
½ speed, you have disadvantage on Stealth and Acrobatics checks, as well as Dexterity Saving Throws, and all
attacks against you gain advantage.

Iron Grip

At 10th level, your control over your opponents is masterful.

As a reaction when you are attacked or subjected to an ability check or saving throw from a creature you have
grappled, swallowing, or swallowed, you gain +5 AC and stomach AC, and advantage resisting any ability checks
and saving throws from actions and ability until the end of that creatures turn.

You may use this feature a number of times equal to your proficiency modifier per long rest.

Armor of Flesh

At 15th level, you can use your stuffed belly to defend yourself from attacks. When you suffer damage, as a
reaction you may reduce that damage by the capacity of creatures you are filled with, up to a maximum of your
level + con mod. You may use this feature a number of times equal to your proficiency modifier per long rest.

Inescapable:

At 18th level, your body becomes truly inescapable. Any creatures of your choice inside you are considered under
the effects of a antimagic field. In addition, any features that might allow them to leave your body through any
method but an escape test (such as teleportation, going into the ethereal plane, etc.) instantly fails.
Fighter, Soldier of Vore
Consumption is perhaps the oldest and most primal form of combat: As a hunter eats to survive, so too did
warriors. As tribes became nations, the art of voracious combat evolved alongside them to adapt. While most
soldiers and mercenaries fight with swords and bows, A soldier of vore uses these weapons alongside their
natural teeth and gut to become a terribly fearsome combatant. For defeat against such predatory combatants
does not simply mean being slain or captured, but rather to be gulped down into that dark abyss to await ones
likely gurgling fate…

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Predatory Empowerment:

At 3rd level, you are empowered by your consumed enemies, and able to push through more damage to get to
your next meal. When you have at least one creature inside your belly, you are considered to always roll max on
your second-wind roll

In addition, when you swallow a creature of at least 1 capacity, you gain temporary HP equal to its bulk + your
constitution modifier, up to a max of your level + con mod.

Consume the Defeated:

At 3rd level, you are able to use your weapons and maw to knock out your foes and more easily consume them.
When you deal damage to a creature as part of a melee attack, you may attempt a devour attack upon them
without grappling them as a bonus action. If this enemy was brought to 0hp through this damage, you may
swallow them as a free action instead.

Chomp

At 7th level, you can press your advantage whenever your hits strike true.

Whenever you crit a creature as part of a melee attack, you may choose to start a devour contest with one
success as a free action.

Ravenous Fighter

You’ve eaten so many meals you’ve lost count, and your skills show it.
At 10th level, you count as one size larger for the purpose of determining your capacity and for devour checks.

Surge of Hunger:

At 15th level, you’ve honed your body to act quickly to beat and devour your opponent. When you use your action
surge, you may also use your bonus action to devour targets, and you may make devour attacks without
grappling your opponents first.

There’s always another Meal:

At 18th level, whenever you are less than or equal to your capacity, you gain advantage on all devour and grapple
checks.

Fighter, Ironskin Warrior


Become indigestible.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Flesh of Steel:

At 3rd level, your body is able to avoid being digested by all but the toughest of guts.

While you are inside another creature, you can use your action to enter into a special state, Flesh of Iron

While you are in this state, you become immune to all types of digestion damage, both magical and non-magical.
However, you cannot make attack rolls, cast spells, or attempt to escape. This does still mean you are able to
struggle or take other similar actions. Any time you would use an ability that would deal damage to your predator,
you instead deal 0 damage.

You can leave the state at any time as a bonus action.

Iron Footing:

At 3rd level, you know how to plant yourself in the ground to make yourself a more difficult target. When you are
not grappled, restrained, or otherwise reduced to 0 speed, and have not moved during your turn, you may choose
to expend your bonus action. When you do such, you are unable to move until your next turn and you have
advantage on any strength saving throws or strength ability checks.

Tough to Digest:

At 7th level, you gain resistance to all damage while you are inside another creature.

In addition, regardless of how big or small of a meal you are for your predator, when a creature begins to digest
and process you, you may choose to consider yourself to be larger than maximum capacity for the purposes of
digestion speed, and for most predators take around 7 days to digest and process. During which, you can live
and remain in a stable condition, before you finally succumb in the final few hours. The DM may declare that
some predators with exceptionally strong guts may digest you in a shorter time. This ability supersedes all other
features that affect digestion processing speed. You may also choose to be digested in the normal time amount.

Frontline Flex:

At 10th level, you are able to flex your hardened muscles to resist the strongest blows. When another creature hits
you with an attack, you can use your reaction to add your Constitution modifier to your AC for that attack,
potentially causing the attack to miss you.

Belly Fighter:

At 15th level, you are not merely comfortable in a belly, you excel in it. You are no longer considered restrained,
instead you are considered grappled. In addition, when you attack a creature you are inside of, your attacks deal
your proficiency modifier in additional damage.

Impossible Prey:

At 18th level, you are a rock in predators guts, unable to be dislodged.

When you use your flesh of steel ability, you are immune to all damage and automatically pass all saving throws
and ability checks. Abilities that reduce or remove your digestion immunity no longer work against you while you
are in your Flesh of Iron state.

In addition, you may not be regurgitated unless you want to be.

Paladin:

Added Paladin Features:


Predator Fighting Style:

1st level paladin feature

When you choose a fighting style, the predator fighting style is added to your list of options:

Predator:

Gain +2 to your athletics modifier

Paladin, Oath of the Matron


To many, vore is a dangerous weapon used by cruel and uncaring predators that see others around them as
nothing more than food. But those that have practiced the predatory art often can glimpse into another side of
consumption, a matronly feeling of protection. To those that seek and nurture these feelings, they are able to
channel those comforting abilities to a supernatural degree. Their bodies have become their temples, sacred
places of rest, comfort, and love. And all are welcome inside.

A Oath of the Matron paladin is not necessarily devoted to any one god, as many paladins of the Matron take
their divine strength from their usually protective and often possessive spirit.

Paladin Level Spells

3rd Charm person, Cure wounds

5th Healing Massage, Digestive Barrier

9th Revivify, Medicinal Acids

13th Bellyport Ally, Locate Creature

17th Come to me, Rebirth

Example Tenets:

Love: There is always room in your belly for friends and food.

Mother Knows Best: Sometimes others need to spend a little time gurgling in your gut to come to their better
senses
Shelter: Your body is a place of rest for all.

Protection: Keep those you love close. Never let them go.

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Channel Divinity:

At 3rd level, you gain the following channel divinity options:

Calming Contractions:

As an action, you may spend a channel divinity to gently contract and rub your belly, calming all those inside. Any
targets of your choice inside your body must succeed on a charisma saving throw, and may choose to fail. On a
failure, they are calmed and soothed, and become charmed and non-hostile towards you for 1 hour. You may
spend a bonus action next turn to repeat this effect, continuing for up to a maximum of 1 minute or 10 continuous
rounds of rubbing.

Creatures affected this way can roll to escape the effect if they take damage.

At the end of this effect, depending upon the predator's intentions or other factors, they may remain non-hostile or
even friendly, or immediately return to struggling.

Your healing spells and abilities restore twice as much health to creatures charmed in this way.

Charming Presence:

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, the creature has disadvantage on all skill contests, attack rolls, and devour contests. The creature
can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Belly Glow:

At 7th level, you radiate your warm spirit when you have someone to protect.
While you have at least 1 capacity of creatures inside your belly, you and up to your charisma modifier number of
allies within 15ft are constantly under the effects of the bless spell, and do not require concentration. This
improves to 30ft at 18th level

Protective Gulp:

At 15th level, when a willing ally adjacent to you or within unarmed reach of you is targeted by an attack roll,
grapple, or devour, you may spend your reaction to immediately succeed on a devour check against them and
gain 2 additional successes. If this results in a complete swallow, you become the target of the attack instead.

Disarming Love:

At 20th level, you can exude your motherly and protective spirit in an aura around you. As an action, you emit an
aura of gentle light and sweet scents in a 30ft range around you. When a creature attempts to attack you or start
its turn in this aura, they must make a charisma saving throw. On a failure, they suddenly treat you as a trusted
friend, and regard you with a sudden almost devout love.

This aura lasts for one minute. During this time charmed creatures will allow themselves to be willingly consumed
by you or your allies, and can be commanded to intentionally approach closer. All targets may attempt to roll to
break out of the charm effect should they suffer damage, or see any allies be damaged or otherwise hurt.
Devouring does not count as an attack for purposes of breaking the charm.

Paladin, Oath of Indulgence


Although many would see acts of debauchery and vore as sinful, there are those who realize such acts are not
wicked, but rather a divine gift. How can feelings of pleasure and satisfaction be wrong? To those that nurture
these feelings, they may end up, formally or informally, taking the Oath of Indulgence.

To those paladins that take up the oath of indulgence, they believe that debauchery is not merely a pleasant
pastime: It’s a way of life. It is a divine gift that deserves to be spread to every corner of the world, and that one
must experience to live life to its fullest.

Often those that take up the oath of indulgence are more self centered than other paladins, as they rely on what
*feels* right rather that what might actually be morally right. If their gut feels good stuffed with squirming and
digesting prey, who are they to deny it? If it feels wrong to watch their friends be digested, then they must act to
save them! To the Oath of Indulgence, feelings and instincts are the wisdom of the heavens, and they are but
their humble vessels.
Paladin Spells
Level
3rd Flavor/Disgust, Goodberry

5th Elastify/Constrict, Sophi’s Ravenous


Consumption

9th Intoxicate, Maddening Hunger

13th Aura of Lust, Entice

17th Inhale, Bellyport

Example Tenets 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.

Pleasure: Pleasure and ecstasy is the gods reward for living to the fullest

Accommodation If you see one's desires unfulfilled, it is your duty to fulfill them

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Channel Divinity

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

Charming Presence. 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, the creature has disadvantage on all skill contests and devour contests. 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 within 30 feet of you, that is inside of another creature or has another creature
inside them gains the effects of the Bless spell for the next minute. This blessing does not require concentration.

Aura of Corruption:

Starting at 7th level, your indulgent nature begins to spread to those around you, rewarding them with enhanced
pleasure and satisfaction from enjoying their indulgence. When you or any creature within 10 feet fully swallows
another creature, brings a creature to 0 HP through lewd damage, or spends 1 hour or a short rest engaging in a
pleasurable vice such as sex, gluttony, etc. they gain temporary HP equal to your charisma modifier + paladin
level.

This range extends to 30ft at 18th level

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. You do not need to be grappling the
creature.

Avatar of Decadence

At 20th level, you can assume the form of a master of Decadence, taking on an appearance you choose. For
example, your body could become thick and voluptuous, 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.

Paladin, Oath of the Maid


Also sometimes known as the Oath of the Butler for the male variety, Paladins who take up the oath of the maid
pledge their lives in service of others. This can sometimes be unquestioning loyalty to a single individual, oath to
a group, or an oath to their companions. Often, these “paladins” are sometimes rarely even considered paladins,
and rather simply extremely competent servants!
Yet when push comes to shove, they are able to draw upon their oath to protect and serve their companions.

Paladin Level Spells

3rd Bless, Cure wounds

5th Healing Massage, Digestive Barrier

9th Remove Curse, Meal of the


Phoenix

13th Bellyport Ally, Find Greater Steed

17th Holy weapon, Rebirth

Example Tenets:

Servitude: There is no greater purpose nor joy than to help your masters achieve their dreams

Loyalty: Never make an oath you cannot keep, never break an oath you pledge to

Protection: Protect your masters above all else, and lay down your life for them if need be

Accommodation If you see one's desires or needs unfulfilled, it is your duty to fulfill them

Athletics Expertise:

Starting at 3rd level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Channel divinity:

At 3rd level, you gain new channel divinity options:

Swear Service:
You renew your pledge to serve a companion in their hour of need. As an action, choose one ally within 60 feet
You immediately move to their side, counting as your movement for this turn. For one minute and while you
remain within 120 feet of your chosen ally, you gain the following effects:

 Whenever your chosen ally finishes moving, you may choose to immediately move adjacent to them, so
long as you are within 120 feet of them. Doing so expends your entire movement for your next turn. You
ignore any difficult or dangerous terrain, so long as the way is not completely blocked or impassible.

 You may take the help action as a bonus action, but only may aid your chosen ally. When you use the help
action, they gain your charisma modifier (minimum 1) as a bonus on any damage roll, if there is a damage
roll.

 When your chosen ally is the target of an attack, you may choose to use your reaction to take the attack in
their stead. This includes grapples and devour attempts.

 If your chosen ally would ever suffer instant death, and you are still conscious, you may choose to swap
places, swap current health values (up to their maximum), and die in their stead.

Maidly Image:

Your maidly preparations and dignified presence protects and inspires the group to try as hard as you do! As an
action, choose any number of allies up to your charisma modifier within 60 feet. For one minute, they gain +2 to
AC and all saving throws.

Aura of Assistance:

Starting at 7th level, you are able to aid your allies around you. When an ally is attacked within 10 feet, as a
reaction, you may move adjacent to them and provide disadvantage on the attack roll. When an ally within 10 feet
is about to attack, as a reaction, you may move adjacent to them and provide advantage on the attack roll.

This extends to 30 feet at 18th level

A Maids Duty:

At 15th level, you are the perfect image of a dutiful maid, supporting your master but never outshining them.

You may cast detect magic, create food and water, find steed, purify food and drink, detect good and evil as at
will spells.

In addition, whenever you create food and water, it is marvelously delicious!


Avatar of the Divine Maid

At 20th level, you are able to channel your maid passion to channel the spirit of the Divine Maid. You gain the
following effects for one minute.

 You shine with a radiant dignified beauty in a 30 ft radius. When you or a friendly creature enters the
effect’s area for the first time on a turn or starts its turn there, they regain 10 hit points.

 You gain an additional number of reactions equal to your charisma modifier (minimum 1)

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

Monk

Added Monk Features

Fury of Hunger:

1st level optional monk feature

Whenever a monk could make an unarmed attack, they may instead attempt a grapple or devour action.

Note: This optional feature makes standard monks synergize better with the vore rules, but also makes them
quite strong early on compared to other vore classes. As such, GM discretion is advised.

In addition, when using this optional feature it invalidates the core feature of the way of Hungry Monk. As such,
when using this feature, way of Hungry monks should replace the description of Focus Hunger with the following:

At 3rd level, you gain advantage on devour tests against grappled targets.

Monk, Way of the Hungry


Many monk disciplines focus around honing the mind and body for a single balanced purpose: Hunger. The
maker and the destroyer, all living beings feel hunger, and even the greatest emperors and kings are subject to
its forceful presence. Although some can cheat their way out from its grasp, such as the undead, the rewards for
mastering this primordial force is great. Acolytes of the Way of the Hungry devote their entire lives to mastering
their own selves, and using their newfound wisdom to bring their own path of enlightenment to others. Sometimes
forcefully.

The Way of the Hungry believes that hunger is the ultimate force in the universe. It drives all living things, and is
the fuel for all life. Way of the hungry monks seek to understand this force and master the universal principles of
hunger in all things. In this they often practice vorish consumption as the conjunction of hunger and conflict, and
are fearsome predators in combat with a near endless appetite.

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Focus Hunger:

At 3rd level, you may enter a state of extreme predatory focus to rapidly consume your foes. Whenever you are
able to make an unarmed attack (such as during your fury of blows), you may instead choose to take a grapple
action or devour action (if you are normally able to do a devour action.)

You also increase your capacity as if you were one size larger.

Practiced Hunger

At 6th level, you learn how to control your body to a greater degree. Whenever you make a devour attack, you
may expend a ki point to avoid the grappling requirement for initiating a devour check on that attack. You may
use this ability any number of times during your turn.

Unleash hunger

At 11th level, you learn the dark secrets of the path of the hungry. As an action you may spend 6 ki points to cast
inhale, and may continue the spell by spending 2 ki point every turn.

You also increase your capacity as if you were one size larger.

Master Hunger:

At 17th level, you are able to master your own hunger: You gain the following effects:

 You no longer need to eat or drink, but still may do such and gain benefits for it.

 Whenever you digest and process a meal, you gain temporary HP equal to the capacity of the meal.
 You can speed up your digestion to digest any meal below your maximum capacity on a short rest, and
can digest your maximum capacity and above on a long rest.

 Whenever you swallow a creature, you may choose to gain ki points equal to 1/2 its bulk rounded up, up to
your maximum ki points. (a tiny or small creature would provide 1, a medium 2, and so on.). You may gain
this benefit a number of times equal to your proficiency modifier per long rest.

Monk, Way of Ecstasy


While many spiritual paths stray from the feelings of pleasure and ecstasy as fleeting indulgences, monks that
practice the way of ecstasy revel in these feelings. Pleasure is not only enjoyable, it is required to transcend one's
earthy failings and enter into a new mode of existence. Many monks that follow the Way of Ecstasy believe that
to feel good is to be good, and bringing pleasure to others creates peace and prosperity.

Because of this, a monk of the Way of Ecstasy focuses around providing pleasure to themselves and to others.

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Pleasure Points:

At 3rd level you learn how to use your knowledge of pleasure points to make any creature squirm in pleasure. All
unarmed damage and digestion damage you do may change their damage type to lewd damage. In addition, you
ignore resistances to lewd damage, and immunity becomes resistance.

You also learn how to use your body more effectively against your targets when they can’t move. While a target is
grappled by you or another creature, you have advantage to hit with any unarmed strikes that deal lewd damage.

Energize Through Pleasure:

At 6th level, pleasure helps to fuel your inner chi. Whenever you bring someone to 0 HP through lewd damage,
you regain 1 ki point.

In addition, you no longer suffer exhaustion when you orgasm or are brought to the defeated state through lewd
damage.
Pleasure Strike:

At 6th level you learn how to turn your opponents into quivering and unfocused messes. Upon hitting a target with
an attack that deals lewd damage, you may spend 1 ki points to force them to roll a charisma saving throw. On a
failure, they have disadvantage on all attack rolls and skill checks for one minute, and must roll concentration
when attempting to cast any spells or keep any concentration spells ongoing vs your Ki saving throw DC. They
may reroll this charisma saving throw at the end of every turn to attempt to negate the effect early, or whenever
they suffer any non-lewd damage.

Lewd Vibrations

At 11th level, as an action, you can spend 2 ki points to send lewd vibrations through the air. All creatures of your
choice within a 15ft radius must roll a charisma saving throw or suffer lewd damage equal to twice your martial
arts die + charisma modifier.

Orgasmic strike:

At 17th level, you become a master of the Way of Ecstasy, able to make any creature cum with a single touch.
Upon hitting a target with an unarmed strike that deals lewd damage, you may spend 4 ki points to forgo dealing
damage and deliver an orgasmic strike. The target must take a constitution saving throw. On a failure, their
current hp is reduced to 0, and are instantly defeated as they fall prone and quake as they cum continuously for a
number of minutes equal to your wisdom modifier. On a success, they barely manage to prevent themselves from
losing all their energy, but still orgasm and suffer 10d10 lewd damage.

Ranger

New Ranger vs Old Ranger:


These subclasses are designed best to either work with the original ranger features found in the PHB, or the new
alternate and additional features found in Tasha’s. Although some may work with both, changes may be required
to prevent them from being broken or useless. Each class will declare if they intend to be used with new ranger
rules, or old.

Added Ranger Features:


Predator Fighting Style:

1st level ranger feature

When you choose a fighting style, the predator fighting style is added to your list of options:
Predator:

Gain +2 to your athletics modifier

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.

Note: This class is meant to be used with the favored enemy feature, rather than favored foe feature

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Nature Cycle Conclave Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the
Predator Conclave Spells table. You either gain only the predator spells, or only the prey spells, depending on
your chosen school. The spells counts as a ranger spells for you, but doesn't count against the number of ranger
spells you know.

Natural Cycle Conclave Spells

Ranger Level Spell (Predator / Prey)

3rd Intensify Hunger / Entangle

5th Devouring Smite / Invisibility

9th Absorb Power / Slow

13th Leeching Insides / Dimension


Door

17th Bellyport / Scrying

Acquired taste:

At 3rd level, you gain the ability to change your favored enemies (or favored food!). By spending 1 hour observing
a creatures 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.

You gain the favored enemy bonuses to your new favored enemy, and lose all bonuses with your old enemy.

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 to resist devour checks and grapple checks, and Advantage on attacks made to
favored enemy creatures you are inside of. You have resistance to the Digestion damage dealt by your Favored
Enemies. You also gain your wisdom modifier in additional damage on all damage rolls vs your favored enemies.

Counterattack

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 or grapple you, you can use your Reaction to make an immediate attack or attempt a grapple
or devour attack, 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: If they are your Favored Enemy, you may attempt to Devour enemies without grappling them first.
Prey: While conscious, you cannot be surprised. Additionally, when you roll initiative, you may move up to your
move speed without provoking attacks of opportunity, and may make a single weapon attack. If the target of this
attack is a Favored Enemy and the attack hits, the attack becomes a critical hit.

Master of the Food Chain

At 15th level, your adaptability and deadliness put you at the top of the food chain, allowing you to efficiently fight
any enemy.

As an action, you may mark an enemy type you can see as your favored enemy for the next hour. Once you use
this feature, you cannot use it again until after a long rest.

Rogue:

Added Rogue Features:


Ambusher:

1st level Optional rogue feature

You may attempt to Devour a creature without needing to grapple them first if you are hidden from them or
eligible for a sneak attack. Upon a successful devour, this counts as using your sneak attack for your turn.

Note: This optional rule makes normal rogues synergize much better with the devouring rules due to having only
one attack, but also invalidates the core feature of the Silent Python. As such, when using this rule the Pythons
Gulp feature description should be add on the following:

At 3rd level, A silent Python Rogue adds on the following options to their cunning action: A single Devour Attack.

Rogue, Silent Python


While some predators would choose to face their potential prey head on, silent python rogues prefer an easy
meal in catching their prey unaware. It is those predators that become like the python, sneaking through city
streets and forest groves with equal ease, patiently slithering until they lunge for that fateful and inescapable
gulp….
Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Pythons Gulp

Starting at 3rd level, you may attempt to Devour a creature with advantage without needing to grapple them if
you are hidden from them or eligible for a sneak attack. Upon a successful devour, this counts as using your
sneak attack for your turn.

Focused Acids

Also starting at 3rd level, you may use an action to deal additional digestion damage equal to your sneak attack
damage.

Powerful Swallow:

At 9th level, You gain one additional success when swallowing a creature when you are eligible for a sneak attack,
increasing your total to two successes.

Acid Blast

Starting at 13th level, you may use the action granted by Focused Acids as a Bonus Action

Assassins Gulp:

Starting at 17th level, whenever you attempt to devour a creature while you remain hidden from them, on a
success you instantly gain an additional number of successes needed to devour them completely.

Rogue, Gut Smuggler


Where there is contraband, there will always be smugglers. And there are no greater smugglers than those of the
infamous gut smugglers:

The method was famed to have been invented by the infamous pirate, Captain Desire, but has since spread like
wildfire across much of the coastlines, oceans, and even made its way inland to some degree. By creating an
extradimensional space linked to their stomachs, gut smugglers are able to easily store hundreds of pounds of
material and people with scarcely a hint of its presence and smuggle them across borders and through
checkpoints.
Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Smugglers Gut:

At 3rd level, you gain a new separate extradimensional stomach known as your Smugglers Gut. This smugglers
gut has a capacity of 16 and increases in capacity by 8 every time your sneak attack increases in damage. If you
ever take the stomach of holding feat, this adds on 8 more capacity onto your smugglers gut, and you may
choose to take the stomach of holding feat multiple times.

At the end of your turn, instead of dealing digestion damage you can push an object, a willing creature or a
creature at 0 hp from your body into your smugglers gut and can do so separately for each individual creature or
object you have swallowed.

Any creatures inside your smugglers gut do not appear as bulges (unless you want them to), and cannot be
heard unless a creature's ear is directly against your belly or pass an active DC 25 perception test (and even then
only barely!). You are still able to feel the creatures in your smugglers gut.

While inside your smugglers gut, creatures can act normally per swallowed rules.

Your smugglers gut is affected by features that affect your stomach and body, although excluding any that reduce
or increase your capacity. (However it is affected by such features that do not affect your capacity stat but
influence it in indirect ways, such as the compress belly that reduces the size of creatures in your gut!)

Tricks of the Trade:

At 3rd level, you have learned how to use your dimensional stomach to give yourself an edge in life and on the
battlefield. You are able to use the following abilities:

 You can use any non-magic item inside your smuggler's gut as a bonus action as if it were equipped or in
your hands. This does not include armor, shields, or weapons.

 You can attune to magic items in your smuggler's gut, and you can use any magic item inside your gut as
if it were equipped or in your hands. If it requires attunement, you must be attuned to it first. If it is a
weapon, shield, armor, or something that needs to be in your hands (or on your body), you can spit it out
and equip it or cause it to materialize from your smugglers gut as a bonus action.

 As a bonus action, you can regurgitate any small size or smaller object or creature from your smugglers
gut. Medium size and larger may take an action.
 In place of a attack, you can spit out any small sized or smaller objects or creatures from your smugglers
gut at high velocity. This is considered an attack with a ranged weapon that you are proficient in, with
30/90 ft range, and deals 1d10+dex mod damage of either piercing, bludgeoning, or slashing depending
on the object (or creature!). If a creature is spit out, they take the same damage as the target on a hit. This
attack may have additional effects depending on what is used.

 As a bonus action, you can use the devour action to swallow any object or willing creature that is small
size or smaller. Anything larger may require an action or multiple turns. If the object is being worn by
another creature, you must make an opposed devour test, and successfully swallow the object on a
successful test. If the target is a attuned magic item, the opposing creature has advantage to resist.

 An ally within 30 feet may call out for an item, or request aid either verbally or nonverbally. You can use
your reaction to spit out a small sized item or creature that was in your smugglers gut to them, which they
can catch with a DC 10 acrobatics or sleight of hand check as a free action.

Magical Guts

At 9th level, your smugglers gut grows in magical strength and gains the following abilities:

 As a bonus action, you can unattune to one of your magic items and attune to a different magic item inside
your smugglers gut. This feature can be used a number of times equal to your proficiency modifier per long
rest.

 Scrying, and other such divination abilities that normally allow others to locate creatures and objects, or
contact creatures and objects, do not work on targets inside your smuggler's gut. Similarly, any divination,
communication, or teleportation actions from creatures inside your smugglers gut to targets or locations
outside of your smugglers gut and vis versa instantly fail unless you choose to allow them.

 Whenever you are the target of an ability to see your alignment, your thoughts, or other information about
you, you can shift the target to any creature or object inside your smuggler's gut.

 Your belly growls and rumbles as it detects valuables in a 30 foot radius, with the volume and vibration
increasing according to the value and amount of the treasure, with magic items making a deafening roar.
You can activate and suppress this ability as a bonus action.

Permanent Imprisonment:

At 13th level, your gut becomes infinitely harder to escape from. As an action, you can clench your muscles and
make your smugglers gut impossible to escape from. When you do so, you can no longer deal any damage to
those inside your smugglers gut, nor digest them, and all creatures in your smugglers gut cannot take any prey
actions, as the stomach walls squish and harden and deflect all attempts at attacking or escaping.
You can end this effect anytime as an action.

Smugglers Den:

At 17th level, your smuggler's gut has grown so large and powerful that it becomes its own mini demiplane, and
upgrades into a Smugglers Den. Your smugglers' den now doubles its capacity, and whenever it gains or loses
capacity, it gains or loses double the amount. Your smugglers den may take on any appearance and structure
that you desire, although anything created in this way cannot be removed from your smugglers gut.

In addition, you can swallow inanimate objects and willing creatures of any size (so long as you are able to lift
them or otherwise reasonably move it into your gullet) as a bonus action.

Rogue, Parasite
There are those that, perhaps due to fear or experience, have learned that the best place to strike at a gluttonous
predator is from within. Those that choose to cultivate these skills become a feared target for predators, as they
are masters of giving indigestion and even completely defeating a predator from the inside out, leaving them
unconscious and vulnerable to their enemies!

Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Hidden Form

Starting at 3rd level, when you are inside another creature larger than you, you may choose not to leave a visible
impression on the outside of the predator. You still take up space within their stomach.

Invasion

Starting at 3rd level, you learn how to enter into other creatures, willing or unwilling. As an action, you may attempt
to force your way inside another creature of equal or larger size. If they are unwilling, roll an athletics or
acrobatics test vs their athletics or acrobatics. This roll is done with advantage if you are hidden from the
creature. If you succeed, you are fully swallowed. You do not need to roll against a willing target and are
considered to auto-succeed.

If the creature is willing, you can escape their body as a bonus action as if they regurgitated you, or use your
bonus action to partially escape and attack a target as if you were attacking from the predator's position. Doing so
opens you up to attacks and being targeted until you use your action to squeeze back inside, and if you are
grappled or devoured you are instantly pulled out of the predator's body.
Stomach Parasite:

At 3rd level, While you are inside another creature, you are no longer restrained. Instead, all attacks against you
gain advantage, and your speed is 0 as you are still trapped within a belly, even if you are able to move around a
bit more freely!

In addition, while you are inside another creature, you do not need advantage in order to use your sneak attack,
allowing you to make sneak attacks against your predator. All other rules for sneak attack still apply to you.

In addition, when a predator attempts to regurgitate you and you do not wish to be spit out, they must roll a
constitution saving throw vs 8 + str mod + proficiency mod. On a failure, you remain in their belly.

Stealthy Entry:

At lvl 9, when you attempt to use your invasion feature against a creature larger than yourself, you may instead
use your stealth vs their perception. If you succeed, you manage to worm your way into their body without them
noticing. You remain undetected so long as you do not deal damage to them, or they pass a perception test vs
your stealth. They may not attempt to digest you directly until they notice you, but you may still be subject to
digestion damage if you are inside an organ that they are attempting to digest something else in (such as food, or
other prey)

Greater Parasite

Starting at 13th level, You roll all attacks with advantage while you are inside another creature.

Master Parasite

Starting at 17th level, creatures cannot regurgitate you without your permission, and you are able to use all your
abilities against any size creatures.

Rogue, Doppelganger
Perhaps some of the most terrifying predators are the ones you never suspect. Your friends, your family, your
trusted partners. It was only a matter of time until enterprising predators found how to use those bonds of trust to
more easily acquire meals, and leaving none the wiser it was them all along…

Rogues that become Doppelgangers often learn the art from some obscure means. Perhaps a enterprising mage,
a alchemical accident, or being taught by assassin schools in order to more easily reach their targets. But
whatever the initial intention, predatory doppelgangers often use their skills of changing forms and identities to
more easily reached their desired meal. Perhaps for a cause, or simply for hunger…
Body Expertise:

Starting at 3rd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Identity Theft

Starting at 3rd level, when you fully digest a creature that is within 1 size category of your normal size, you may
learn their form as a Disguise. Once known, you may use an action to alter your appearance into that Disguise,
and may revert to your original form as an action.

While in your Disguise of another creature, you gain access to all information that the creature would freely share
with a casual acquaintance. Such information includes general details on its obvious personal ticks, 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.

You have a mental wardrobe of Disguises equal to your rogue level + cha mod. These disguises are reusable an
infinite number of times, and you may forget a known disguise to replace it with a new one.

In addition, while you have a creature inside of you, you may also disguise yourself as them as an action per the
rules above, but you may not add them to your wardrobe of known Disguises. Should they leave your body, you
instantly lose your disguise and revert to your original appearance.

Fearsome Falsehood:

At 3rd level, you are able to use the bonds between creatures to your own advantage, tricking their minds into
following your will.

While you are in a Disguise through identity theft, you may attempt to fool another creature who can see and hear
you within 30 feet, and was allied or friendly with your Disguised creature. This could be something like a friend,
family member, fellow soldier, partner in crime, etc. If the target does not have that friendly or allied bond to your
disguised creature, the ability fails, or they gain advantage on the test, DM’s discretion on the nature of the
relationship.

As a cunning action, you may force them to roll a wisdom saving throw vs 8 + cha mod + proficiency mod. On a
failure, you magically influence their mind through that false bond and may force them to do one of the following:

Command: Your firm demands coming from a friendly voice break through their mental suspicions. You may use
the false bond to issue a short command to them, no longer than one short sentence of 10 words. If this
command is something clearly suicidal or goes against their nature (such as attacking their other allies), it will
instantly fail. Otherwise they will attempt to follow this command until it is completed or until one minute passes.
They may roll the saving throw again on the end of their turn to break out of this commanded state. If they are the
target of a hostile action by you or your allies, the commanded state also breaks.
Taunt: You taunt the target through their friend’s voice, causing them to suffer the frightened condition for one
minute. They may roll the saving throw again on the end of their turn to negate this condition.

Deceive: Your honeyed words cause their eyes to be clouded and truly believe you are their old friend, regardless
of other evidence. For one minute, they are charmed and consider you an ally, and will not attack you and may
even aid you if you or your allies are under attack. However, should you or your other allies take any hostile
action against them, the charm instantly breaks. They may reroll the saving throw at the end of their turns to snap
out of the charmed state.

Once a creature passes a saving throw from Fearsome Falsehood, they gain advantage against all future
attempts from that same Disguise.

Body manipulation

At 9th level, your doppelganger abilities give you a limited ability over your own natural appearance. You are now
able to alter your body as per the alter self spell a unlimited number of times, the duration is now permanent, and
it does not require concentration.

False Hydra

At 13th level, you gain the ability to affect others minds, be it through pheromones, magic, or simple confusing
charms. This functions as per the effects of the spell modify memory, but the DC is 8 + your cha mod + your
proficiency modifier. This ability is considered non-magical, but it may still be removed in the normal manners.

Life Possession

At 17th level, your prey belongs to you completely, body and soul. Upon using the identity theft feature, you
ransack their mind and gain access to all their knowledge, secrets, quirks, fears, etc. You know everything there
is to know about them and can easily access that information whenever you are in your Disguise as them. When
you use your Identity Theft feature to add a Disguise to your wardrobe, their soul becomes trapped inside your
body until you forget the disguise. Now whenever you use that Disguise, you appear in every magical and non-
magical regard as if you were that creature, such as for scrying tests and other spells that judge your truthfulness
or track creatures. You gain advantage on all social tests to convince people that you are the person you appear
to be should you ever rouse suspicion, and in most cases may not be required to roll at all.

In addition, due to being able to recreate the creature perfectly and having their soul trapped inside your body,
you are also able to reform the creature whom your disguised as by digesting a meal of equal size, at the end of
which you may reform them in your belly. However, when you use this feature you lose the disguise and will
revert to your original form.
Sorcerer

Sorcerer, Succubus Bloodline


Long ago your bloodline was mingled with that of the infamous succubi, granting your bloodline incredible
seductive appeal. Your beauty was always apparent from birth, and even without your magic powers suitors
begged for your hand or to simply lie with you. But your innate bloodline magic allows you to seduce even the
most stony hearted object of your affection… And often convince them to be your next meal.

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Sinful Whispers:

At 1st level, you have learned exactly how to pluck at the heartstrings of those around you.

You learn the ability to lace shifts in tone and body language with subtle enchantments to lull others into
complacency. If you speak with or touch a non-hostile humanoid that can understand you without interruptions for
at least 1 minute, you can tempt them into submission. At the end of the duration, you may make a charisma
(persuasion) check vs the target's wisdom (insight). If they fail, they are charmed. The charmed creature regards
you with lustful infatuation. This test automatically fails if they or their allies are fighting you or otherwise hostile
towards you, and automatically passes if they are already charmed towards you.

The effect ends when you or your allies take a hostile action against them or their allies, or after 1 hour of being
more than 30 feet away.

This effect remains active if they are in your belly so long as they do not take digestion damage. If you have an
ongoing effect that makes digestion more pleasurable, or harder to break free of charms, the effect does not
instantly end, but rather gives them another chance to roll insight vs your persuasion to break free of the charm
every time they take damage.

If the target passes their save, you cannot attempt to use this ability against them for the next hour.

Hypnotizing Charmer:

At 1st level, while a creature is charmed by you, the charmed creature is pliable to your advances and often
regards you with lustful infatuation on top of other charmed effects. A creature charmed by you has disadvantage
on any saving throws and skill checks from your spells and abilities, and you have advantage on all attacks
against them.
In addition, for purposes of breaking the charmed effect, creatures do not consider being grappled or devoured as
a hostile action (for themselves or for their allies!). However, depending on circumstances they still may not want
to be eaten/grappled even if they don’t regard it as hostile and may choose to resist!

Snake Charming:

At 6th level, your motions become fluid and hypnotizing to those that observe you.

As a bonus action, you may spend 2 sorcery points to move and gaze at a creature with hypnotic seduction.
When you do, choose one creature you can see within 60 feet. Any Attack that creature makes against you has
disadvantage until the end of your next turn, and any spells they cast targeting you require a concentration roll
equal to your spell save DC. In addition, that creature has disadvantage on saving throws against the next spell
or ability you target it with that would charm it before the end of your next turn.

Manipulative Fortitude:

By 14th level, your imposing psyche and mastery of subjugation makes you highly resilient to others’ petty
attempts at control, and are more apt at controlling others.

You are immune to the charmed condition, and magic cannot put you to sleep.

In addition, creatures charmed by you are considered to be willing for the purposes of being devoured (but not
digested!)

Total Domination:

At 18th level, you can impose your hypnotic will upon others with ease. You may spend 3 sorcery points to cast
Dominate Person, or spend 5 sorcery points to cast Dominate Monster.

In addition, if a creature is already charmed by you, they automatically fail any saving throw against any spell you
cast or ability you use that inflicts the charmed condition.

Sorcerer, Tarrasque Bloodline


Not all creatures are born equally. Some beasts tower above others, wielding unimaginable strength and bursting
with magical potential. The ever living 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.
Athletics Expertise:

Starting at 1st level, you are now proficient in athletics, and your Proficiency Bonus is doubled for any ability check
you make that uses athletics.

Tarrasque Magic

You learn additional spells when you reach certain levels in this class, as shown on the Tarrasque Magic table
below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer
spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of
the same level. The new spell must be a evocation or abjuration spell from the sorcerer, warlock, or wizard spell
list.

Spell level Spells

1st Intensify Hunger, Arcane Digestion

2nd Trolls blood, devouring smite

3rd Amplify Acids, Fear

4th Freedom of Movement, Leeching


Insides

5th Inhale, Empower Body

Ever living 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 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your body is tougher than before, and oftentimes grows tarrasque-like features such as scales. You
gain a natural armor AC of 13 + your constitution mod whenever you are not wearing any armor.

Monstrous Form

At 6th level, your affinity for the Tarrasque begins to bleed into your physical form. You learn the spell
Enlarge/Reduce, and can cast it without using a spell slot. When you cast the spell using this feature, you may
choose only the "Enlarge" option, and may only target yourself. You no longer have to make concentration
checks when taking damage using this spell, and its duration becomes permanent until you dismiss the spell.

Arcane Absorption

Your gullet draws energy from creatures inside you, storing it as magical energy. Starting at 14 th level, as an
action you can leech off the energy of all those within your gut. You then regain Sorcery Points equal to the bulk
of all creatures inside of you, with spellcasters counting for double. Any sorcery points you gain over maximum
are instead given to you as temporary HP.

You may use this ability once per long rest.

Titan's Grasp

At 18th level, your appetite truly echoes that of the mighty Tarrasque. You may now cast maximize/minimize at
will. When you do this, you may only choose the “Maximize” option, may only target yourself, You no longer have
to make concentration checks when taking damage using this spell, and its duration becomes permanent until
you dismiss the spell.

In addition, whenever you make a successful Melee Spell Attack or unarmed attack against a creature, you can
use your bonus action to take the Devour action, targeting the creature you just hit. On a success and if they
were of smaller size, you may instantly swallow the creature.

Sorcerer, Flesh-Bonded Soul


As vore became more integrated into society, so too did people better understand how to use it to their
advantage. Mages in particular grew quite interested in this new field, and it wasn’t long until wizards and
warlocks were spending generations inside a single belly host. From the unions of these belly mages came the
Flesh-Bonded sorcerers: Born with an innate magical symbiosis that causes them to link with willing host
predators, they are able to use their magical strength without ever leaving the comfort of their belly homes.

These sorcerers often spend the majority of their lives within other creatures, and as such often develop adversity
to light, or in some cases, even blindness. After all, they do not require sight when they use their predator's eyes.
But if anything, this simply makes their magical abilities even stronger.
These flesh tankers are incredibly prized and valuable due to their malleability to work with any predator who they
reside within, and it's not uncommon for kings and barons to spend entire vaults of gold for their chance to get
ahold of one of these rare sorcerers in the hope of starting their own bloodline under their control.

Flesh-Bonded Spells

You learn additional spells when you reach certain levels in this class, as shown on the Flesh-Bonded Magic
table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of
sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of
the same level. The new spell must be an evocation or enchantment spell from the sorcerer, warlock, or wizard
spell list.

Spell level Spells

1st Absorb Elements, Shield

2nd enlarge/reduce, disrobe

3rd medicinal acid, Compress

4th Vitriolic Sphere, Leeching Insides

5th Maximize/Minimize, Cloudkill

Symbiotic Bond:

You find yourself most comfortable when surrounded by flesh, and the bond you and your predator share is
transcendent. Starting at 1st level, you can spend a short rest inside a predator to create a magical bond with a
non-hostile and willing predator . Upon forming the bond and while the bond remains active, you gain the
following benefits while inside their body:

● You are not restrained or blinded, but your speed remains 0 as you are still trapped inside a belly!
● You are able to see anything that your predator can see, and are able to cast spells as if you were in the
predators square.
● Any spells that have a range of self can now target your predator instead. Conditions that specify “you”
may now read as “your predator” instead
● You are now able to communicate with one another telepathically
● You no longer need to take concentration checks for being inside their belly, although you do need to take
it when you or your predator takes damage.
● You are immune to any digestion damage dealt by your predator, and your predator's features that reduce
or negate immunity do not work on you.
● If you are digested by your predator while they have this bond, you are not killed. Instead, you are
absorbed as if the predator had the absorption feat.

A predator you are bonded with is constantly aware of this bond, and as an action may cancel the bond at any
time. You may only have one bond at a time, and upon trying to form the bond with another creature, your prior
bond disappears.

Shared Sensations:

At 1st level, you are able to share the burden of pain with your host. When your bonded host is attacked, you may
use your reaction to give them resistance against one instance of damage. You take an equal amount of damage.
You may use this ability a number of times equal to your proficiency modifier per long rest.

Rooted Blasting

Starting at 6th level, when you cast a damaging spell from inside a bonded creature, you may add your Charisma
modifier to the damage.

Soothe the Flesh

Starting at 14th level, while inside of your bonded creature, you may expend between 1-5 sorcery points as an
action. For each sorcery point expended this way, your bonded creature gains 1d10+ your cha mod HP.

Mana Surge

Starting at 18th level, while inside of a bonded creature, whenever you use Metamagic, you may pick 2 options
instead of 1. You only pay sorcery points for whichever option had a higher cost.
Optional Class Feature: No need for eyes

At any time you level up or initially take this class, you may elect to be a flesh bonded soul that has spent so long
in a belly that they no longer require their natural sight and has become extremely sensitive to sunlight, bright
lights, or is completely blind! If so, gain the following effects:

 Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely
on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
This penalty does not apply when you are looking through your bonded creatures eyes.

 Blindsight: While inside another creature, you are considered to have blindsight: 30 feet. This extends
through your predator's body.

Warlock:

Warlock, The Great Ooze


The Great Ooze (sometimes referred to as “mama ooze”) is a primordial and powerful entity who cares only for
one thing: To expand its ooze endlessly until everything has become slime, and everything has become one in
blissful slime harmony. In this end, patrons of this deity feel the same desire to cover and devour, and often
provide their worshippers with the tools to spread their slime love across the world.

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, body pouch

2nd enlarge/reduce, disrobe


3rd medicinal acid, Compress

4th Vitriolic Sphere, Leeching Insides

5th Maximize/Minimize, Cloudkill

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Ooze Form

At 1st level, you can use an Action to enter a proper ooze-like form. 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.

While in this form, you have Advantage on ability checks to avoid being grappled, and Disadvantage on ability
checks to avoid being Devoured. If you have a creature inside of you, you may not move through small spaces
that could not reasonably fit them as well.

You may use your action to leave your Ooze form.

Chosen Slime

It's only natural that the Great Ooze prefers their children. If a slime takes this class, you replace Ooze form with
the following ability:

Greater Slime: All class features that affect the ooze form now affect your natural racial Ooze body. You may
use your bonus action to enter or leave your ooze form, rather than an action.

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 and do not
change your size.
Viscous Body

Starting at 10th level, you master the art of slime-shifting, able to shift between your solid and ooze forms at will.
You are always treated as being in your Ooze Form, and no longer suffer Disadvantage 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.

Pact of Slime:

The Great Ooze provides you with a ball of their own slime that magically clings to your person, rests inside of
you, or is in some way attached to you. Your body begins to take on some properties of your slime Patron:

 Your skin is now always slightly slimy.


 You gain Slime Tricks as a cantrip. This does not count against your known cantrips.
 Slime created from various spells and abilities last forever, although any magical or special properties it
might have only last for as long as the spell or ability states. In addition, any slime you create can have any
sensory properties you desire (such as taste, smell, feel, look, etc.). However, it always is clearly slime,
and retains the basic slimy gelatinous qualities of it.
 The Great Ooze’s slime manifests itself to stick to your foes and impede their actions. Whenever you deal
damage, or an enemy fails a saving throw from one of your spells or abilities, you may expend your bonus
action to cause them to suffer disadvantage upon their next attack or ability check. You may use this
feature up to your proficiency mod per short or long rest.

New Eldritch Invocations:

Slime Beam

Prerequisites: Eldritch Blast, Pact of Slime

Your eldritch blast is now a large stretchy tentacle of slippery gooey slime. Your beam now deals lewd damage or
force damage, chosen when you cast the castrip.

Instead of dealing damage, you can choose to grapple a creature. The eldritch blast does all other non-damaging
effects to the target every round they remain grappled, and can be moved closer using your movement (at ½, per
normal grappling rules). They do not count as adjacent for the purposes of concentration checks or ranged or
melee attacks.

Slime Companion:

Prerequisites: Pact of Slime, 5th level`

You are now able to call upon the great ooze to provide you with slime companions to aid you. Once per long
rest, you can cast Summon Slimegirl without expending a spellslot.

Warlock, The Great Devourer


Before there was time, there was hunger. From this hunger was born the Great Devourer. Few know her identity,
and even fewer wish to, for the Great Devourer is the primordial embodiment of hunger and gluttony. She cares
for nothing but to consume all life, and to even attempt to contact her is to risk being consumed yourself. What
she does with her consumed prey is up to some debate. Some think of her as a misunderstood creator, who
wishes to form a new utopia within her guts out of the essence of the planes. Some think of her as a cruel and
capricious tormenter, who wishes to entrap and digest everything for all eternity.

However the great devourer speaks little beyond the language of consumption, and as such all agree that she
desires living prey the most. She is often called upon by predators seeking quick powers to sate their voracious
desires, often unaware that to worship the Great Devourer is to sacrifice all for the sake of your next squirming
meal…

Expanded Spell List

Spell level Spells

1st Acidify, Hoard Gullet

2nd Devouring Smite, Disrobe

3rd Compress, Sleet Storm

4th Leeching Insides, Freedom of Movement


5th Inhale, Bigby’s hand

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Jaws of the Devourer

At 1st level, you learn the arcane jaws cantrip, which counts as a warlock cantrip for you.

Consuming Pact:

At 1st level, whenever you make a successful devour check as predator, you may cast a cantrip of your choice as
a bonus action if you have not already casted a cantrip this turn, or make a single devour attack as a bonus
action.

Mark of Prey:

At 6th level, the Great Devourers hunger begins to seep into your personality, making you view others as mere
prey. As a bonus action, you may look upon a creature within 30ft and grant it the Prey Mark. This often takes the
form of a sensory effect, such as breath down the back of its neck, a delicious scent, a slight glow, and so on.
When the target see’s you, the target instinctively knows you put the mark upon them as they are filled with fear.

While marked, you always know where the target creature is so long as they remain on the same plane, and the
target has disadvantage on all tests to resist your grapples, devours, and disadvantage on all prey actions while
inside you.

This mark lasts until your next long rest. If you do not consume them by then, you are considered starving upon
the end of your long rest. You may do this a number of times equal to your proficiency modifier per long rest.

Gluttonous Surge:

At 10th level, the Great Devourer rewards you with power for every prey you consume. Whenever you bring a
creature to 0 HP through digestion damage, you regain one spell slot. You may use this feature a number of
times equal to your proficiency modifier per long rest.
Aspect of the Great Devourer:

At 14th level, you are able to channel the Great Devourer’s impossible hunger into yourself, granting you
temporary insatiable voracity and power. As an action, you may use this ability to grant yourself the following
effects for one minute:

 All devour attacks and contests are done at advantage, and any spell attacks that involve devouring
creatures are also done with advantage. If a spell that involves devouring a creature requires a saving
throw, the enemy does so at a disadvantage.

 Your digestion damage is doubled.

You may use this feature once per long rest.

Pact of Voracity:

Your patron gifts (or curses) you with the Mark of Voracity, a physical mark that often takes the form of a tattoo.
This mark grants you an insatiable hunger for living creatures. You gain the following effects:

 You increase your capacity as if you were one size larger


 You may attempt to devour creatures without grappling them first.

New invocations:

Predatory Familiar:

prerequisite: pact of the chain or known find familiar spell

Your familiar is now imbued with the devourers hunger. It becomes a small size monstergirl version of its normal
race, gains additional HP equal to your number of hit dice, and has a capacity of medium. In addition, it shares
your proficiency in athletics and acrobatics, and if you have double proficiency in either skill, it gains double
proficiency in that skill.

Independent Familiar:

prerequisite: pact of the chain or known find familiar spell, 5 th level warlock.

Your familiar is now able to act on their hunger of their own desires. It may now take attack actions on its turns,
including grapple and devour checks.
Powerful Tongue:

Prerequisite: Tongue Lash

Tongue Lash now has an extended range of 30 feet, and can pull targets up to 25 feet.

Powerful Belch:

Prerequisite: Belch

A belch now can affect up to two additional creatures adjacent to your target.

Devourers Lick:

Prerequisite: Lick

If a target is grappled when you cast lick, you may immediately take a devour check with the advantage provided
by the spell as a bonus action.

Ravenous Gulp

Prerequisite: Pact of Voracity, 5th level

Whenever you take the attack action, you may take one additional devour attack

Trapping Gulp

Prerequisite: Pact of Voracity

Whenever you are able to take an attack of opportunity against a target, you may instead take a devour attack
against said target.

Lurching Jaws:

Prerequisite: Arcane Jaws

You may now cast arcane jaws against a creature up to 15ft away with this spell.

Summon Maw of the Devourer

Prerequisite: Pact of Voracity, 15 th level

At 15th level, you are able to call upon a fragment of the great devourers true hunger. Choose a point on the
ground within 30 ft. The ground momentarily parts to reveal a massive open maw, with a powerful wind that sucks
in all prey in a 20 ft radius. All creatures that start their turn in the wind or enter it for the first time on a turn must
make a dexterity saving throw. On a fail, a creature suffers 10d10 bludgeoning damage. On a success, they
suffer half as much.

Any creature that falls to 0 HP is instantly devoured by the maw, and disappears into its gullet, likely never to be
seen again.

The mouth persists so long as it devours at least 1 creature since the end of your last turn. Upon no longer
consuming anything, the mouth closes and the ground reforms to its original shape.

This feature may be used once per long rest.

Warlock, The Great Lewd One:


Most eldritch deities are often focused around their one principle desire. Hunger, Power, Slime, Returning… The
Great Lewd One is no different, though she is often regarded as the most benign of all of the forgotten gods. For
the great lewd one gains their strength through sexuality, and through the pleasure that only sentient creatures
can create. Because of this, worshippers of the great lewd one are often quite open about their desires to make
all creatures as lewd and pleasured as they are. Though many towns and nations with more puritan values
oftentimes ban the worship entirely, as to allow worship of the Great Lewd One is often synonymous with dirt-
cheap brothels and public indecency charges.

Those that worship the great lewd one often form contracts with the deity to spread debauched behavior and
orgasms wherever they go, and often have to personally orgasm a certain number of times every day in order to
keep their powers.

Great Lewd One Expanded Spell List

Spell Level Spells

1st Enhance/Reduce assets/Divine Mark

2nd Disrobe, Genderbend

3rd Fast friends, Meal of the Phoenix


4th Aura of Lust, Evards Black Tentacles

5th Come to me, Dominate Person

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Amorous Grasp:

Starting at 1st level, the taboo knowledge of your patron guides you on exactly where and how to squeeze and
caress the resistance out of those that oppose you. Your unarmed lewd attack now deals 1d8+cha mod lewd
damage.

In addition, you can choose to replace any damage from spells, attacks, or other sources with an equal amount of
lewd damage.

Curse of Corruption:

At lvl 1, you have learned how to apply the great lewd ones corruption influence to others. The great lewd ones
influence is a corrupting curse that causes those affected to be sent into the throes of continual ecstasy. When
dealing lewd damage, you may choose to apply a Corruption curse any creatures of your choice damaged by the
attack or spell. They must take a wisdom saving throw or be Corrupted for one minute:

While Corrupted, they take your cha modifier in lewd damage at the start of their turns. In addition, whenever you
cast a warlock spell, you may expend the mark from them to increase your attack bonus or saving throw by your
charisma modifier for the casting of the spell for that turn.

Corrupted creatures may reroll this saving throw by using their action to cleanse themselves of horny thoughts.

You may use this feature a number of times equal to your proficiency modifier per short or long rest.

Corrupted Influence:

At 6th level, the pleasurable corruption of the lewd one seeps into your targets, making it difficult to have any
thoughts but those of pleasure. Whenever a target affected by your corruption attempts to do an attack or cast a
spell that does not deal lewd damage, they must make a wisdom saving throw. On a failure, they cannot take any
attack or cast any spells that does not deal lewd damage until their next turn.
In addition, you have resistance to lewd damage from corrupted targets, and have advantage to grapple and
devour targets affected by corruption.

Cycle of Corruption:

At 10th level, the lewd acts of those corrupted by your influence are rewarded by your patron. When a target
affected by corruption deals lewd damage, or falls to 0 HP through lewd damage, you may use your reaction to
restore a use of your Curse of Corruption.

You may use this feature a number of times equal to your proficiency modifier per long rest.

Corrupted Aura:

At 14th level, the great lewd one’s corrupted influence flows through you, and extends its pleasurable influence to
all those nearby.

At the start of your turn, you deal your charisma modifier of lewd damage to all creatures of your choice within 15
feet of you (min 1). Any creatures damaged by this aura must roll a wisdom saving throw or be affected by
corruption.

New Pact Boon: Tentacle Pact

Your patron grants you a long, slender and wet tentacle, with the knowledge that you must ingest it. Upon
ingesting the tentacle, it molds with your body and becomes a malleable appendage that your body can create at
will. You can now mold various parts of your body to have a tentacle.

This tentacle grants you the following effects:

 Your tentacles can be formed from any orifice. Ass, nethers, breasts, cock, mouth, etc. They can also be
formed anywhere inside your own body (stomach, womb, etc.). These tentacles can reach a maximum
length of your natural reach.

 You are always assumed to have another hand capable of grappling, so long as you are not wearing
restrictive clothing.

 all lewd damage you deal to creatures inside your body, while you are inside another creature, or while
you are grappling or restraining them, gain your proficiency modifier in additional lewd damage.
New Eldritch Invocations

Effortless Seduction:

Prerequisites: 11th level, Tentacle Pact

You learn the Charm Person spell and can cast it at 1 st level without using a spell slot or material components. It
doesn’t count against your number of spells known.

Orgasmic Blast:

Pre-requisites: Tentacle Pact, Eldritch Blast

Your eldritch blast transforms to become a beam of pleasure, causing orgasmic sensations to ripple across
anyone it touches.

Your eldritch blast now only deals lewd damage. In addition, when you critical with orgasmic blast, the target
suffers an instant orgasm and suffers 4x damage rather than 2x.

Fury of Lewd:

Pre-requisites: 5th level, Tentacle Pact

You may now attack twice, rather than once, when you attack with an unarmed strike, lewd strike, or a weapon
that deals lewd damage.

Warlock, The Great Chaos Witch


The chaos witch is, perhaps, the oldest and most powerful wizard alive. It is rumored that she could become a
true omnipotent god, but simply chooses not to. Yet she might as well be omnipotent, for there is little the witch
does not know.

Strangely enough, the Chaos Witch seems to have a soft spot for arcane studies and scholarly pursuits, and runs
her own extradimensional arcane university. She is known to grant a tiny fraction of those that attend immense
magical prowess, becoming her favored students and “teachers pets” and learning a few of her most powerful
secrets. However such magic is unreliable by design, as the Chaos Witch loves to see the wild shenanigans her
students can get into through unchecked power. But such a gift is not without its cost, and her costs are often
steep as she requires ever more arcane energy in order to conduct her magical machinations…
Great Chaos Witch Expanded Spell List

Spell Level Spells

1st Find Familiar, Chaos Bolt

2nd Blur, Enlarge/reduce

3rd Fireball, Blink

4th Confusion, polymorph

5th Animate Objects, Wall of Force

Body Expertise:

Starting at 1st level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Chaos Magic

At 1st level, you are imbued with the magic of the Great Chaos Witch, whom promises overwhelming power with
just a hair of risk… You gain a number of uses of Chaos Magic equal to your charisma modifier + proficiency
modifier, and regain all expended uses on a short or long rest.

You may expend these uses of chaos magic on later abilities, and the following:

Whenever you cast a spell or a cantrip, you may use your bonus action and a use of Chaos Magic to empower
the spell attack roll or DC by an additional 1d6. Afterwards you must roll on the chaos magic table.

In addition, whenever you or someone else rolls on the chaos magic table within 60 feet, you can expend one of
your uses of Chaos Magic to roll an additional time and pick which result you want. If you roll the same result on 2
or more dice and pick that result, you regain all expended uses of chaos magic.
Note: See chaos magic table at the back of this handbook.

Chaos spell transmutation:

At 6th level, whenever a spell is cast within 60 feet of you, you may use your reaction and a use of chaos magic to
warp the magic. If the spell is of a higher level than your highest level warlock spell, you must make an ability
check using your spellcasting ability. The DC equals 10 + the spells level. On a success, instead of the caster
casting the intended spell, the caster expends the spell slot and rolls on the chaos magic table instead.

Witches Bargain:

At 10th level, whenever you would fail any roll you make, such as attack roll, saving throw, ability check, etc. you
may expend a use of chaos magic to reroll with the same modifiers, and roll on the chaos magic table.

Master of Chaos

At 14th level, whenever anyone (including yourself) within 60 feet rolls on the chaos magic table, you roll twice,
rather than once, and you pick which result you want.

Pact of Chaos

You are given a tiny mote of pure magical chaos by your patron that resonates with arcane energy. This mote
can be stored in a container, worn as a necklace, etc, and will always return to your side upon a short rest if it
should ever be lost.

You may use the chaotic energy within to imbue your spells and body with unstable power. Whenever you roll
damage, you may add any number of d6’s to your roll, up to a maximum of your proficiency modifier.

If you roll a 1 on any of these extra dice, you deal no extra damage, instead taking force damage equal to ½ the
amount you rolled through this feature and immediately roll on the chaos magic table. If you do not roll any 1’s,
you deal the appropriate amount of extra damage, using the same damage type.

You may use this feature up to your proficiency modifier per long rest.

Eldritch Invocations:

Chaotic Resurgence:

Prerequisites: Pact of Chaos

As an action, you may expend a use of chaos magic and regain one expended spellslot and roll on the chaos
magic table.
You may use this feature once per long rest.

Call upon The Great Chaos Witch:

Prerequisites: 10th level, Pact of Chaos

You are granted a special connection with the Great Chaos Witch, who may consider you a favorite student or
plaything of hers. Once per week (or session!), you may spend a short rest communing with the Great Chaos
Witch for advice and to answer your questions. She will bring you (and any allies involved in the ritual) into her
extradimensional university, and answer 1d6 questions depending on her mood (rolled secretly by the GM). For
particularly intensive or valuable answers she may elicit a cost. Such a cost is usually doing a task for her. Often
this involves gathering magic items, spellcasters, or finding victims for (or being the victim of!) her dangerous and
often lewd experiments. Such a task is rarely easy or pleasant as the witch often likes to push her students for
her own amusement.

She may also grant small favors, although will almost certainly require a cost for doing so.

Chaos for Life:

Prerequisites: Pact of Chaos

As an action, you may expend one use of chaos magic and roll up to three d6 dice, and regain that many hit
points. If you roll doubles on any dice, you instead take that amount of damage.

Life for Chaos:

Prerequisites: Pact of Chaos

As a bonus action, you may take 3d6 force damage to yourself, and regain one use of your chaos magic ability.

Energy Sacrifice:

Prerequisites: Pact of Chaos

When you or someone within 60 feet makes a spell attack roll or a spell with a saving throw, you may expend a
use of chaos magic to empower the spell as if it were your own, and have them roll on the chaos magic table.

Tenuous Control:

Prerequisites: Pact of Chaos

When you cast a spell of lvl 1 or greater, you now roll a 1d20. On a roll of 1 through 1 + your maximum spell slot
level, your spell fails and you roll on the chaos magic table instead. For example, a warlock with lvl 5 spell slots
would cause the spell to fail on rolls of 1 – 6.
When your spell fails and you are forced to roll on the chaos magic table through this invocation, your spell slot is
not expended.

Aura of Chaos:

Prerequisites: Pact of Chaos

Whenever a spell is cast within 60 feet of you, roll a 1d20. On a roll of 1, the spell fails, the spell slot is expended,
and instead the spellcaster rolls on the chaos magic table. If you have tenuous control, these rolls improve to rolls
of 1 + your maximum spell slot level. You may use your reaction and a use of your Chaos Magic to prevent an
allied creature’s spell from failing through this feature.

Bubble of Chaos:

Prerequisites: Pact of Chaos

By expending a use of chaos magic as an action, you can pick a point within 60 feet. For one minute, Tiny rifts
open up within a 30 ft radius sphere around the point, disrupting magic.

Any spells cast through, draw line of sight through, or cast inside the bubble must roll a 1d20. On a result of 1-10,
the spell fails and dissipates, and the caster rolls on the chaos magic table. On a 11-20, the spell passes through
normally.

Focus Energy

Prerequisites: Pact of Chaos, 10th level

Whenever you or someone else rolls on the chaos magic table, as a bonus action or reaction (if it’s not your turn),
you can choose to expend a spell slot and a use of your chaos magic to have the target caster cast chaos bolt at
the expended spell slot level instead of taking the result.

Explode Familiar:

Prerequisites: Ability to summon familiar.

As an action, you can command your familiar to detonate with chaotic energy. At the end of your familiars next
turn, they must roll on the chaos magic table. Immediately after the result and regardless of the result, your
familiar explodes in a magical detonation, causing them to instantly perish. All creatures within 30 feet of your
familiar must make a dexterity saving throw vs your spell save DC or suffer 4d6 force damage on a failure, or half
as much on a success.

Chaos Blast:

Prerequisites: Pact of Chaos, Eldritch Blast


Whenever you cast eldritch blast, roll 2d8 and choose one of the d8s. The number rolled on that die determines
the attacks damage type for all of your beams, as shown below. If you roll the same on both d8’s, may expend a
use of your chaos magic to gain an additional beam, and roll another d8. If this result is the same, you may gain
another beam without expending another use of chaos magic. Repeat this process until you roll a different
number.

D8 Damage Type

1 Acid

2 Cold

3 Fire

4 Force

5 Lightning

6 Lewd

7 Psychic

8 Thunder

Chaos Magic Table Note:

When you roll on the chaos magic table, all spells should be done at your highest spell slot level. If you roll a
result that casts a spell higher than what your highest spell slot level, cast the spell at their normal spell slot level.

Wizard:

Wizard, Belly Arcanist


Make yourself at home inside of another creature, and buff them in combat

Arcane Belly

Starting at 2nd level, while inside a friendly or otherwise willing creature, you can spend an action to inscribe the
inside of the belly with magical runes and make it your Arcane Belly. When you do such, you gain the following
benefits for as long as you remain inside them:
● You are not restrained or blinded while inside your Arcane Belly.
● You are able to see anything that your predator can see, and are able to cast spells as if you were in the
predators square.
● Any spells that have a range of self can now target your predator instead. Conditions that specify “you”
may now read as “your predator” instead.
● You are now able to communicate with your Arcane Belly Predator telepathically
● You no longer need to take concentration checks for being inside their belly, although you do need to take
it when your predator takes damage.
● You are immune to any digestion damage dealt by your predator, and your predator’s features that reduce
or negate immunity do not work on you.

Your arcane belly dissipates if you leave the creature, or if the predator breaks the bond by using their action.

Buffing Savant

Starting at 2nd level, you may learn and prepare spells and cantrips from any spell list, as long as the spell or
cantrip has a range of self. It counts as a Wizard spell for you.

Enhanced Concentration

Starting at 6th level, you have advantage on all saving throws while inside of your arcane belly, including
concentration saving throws.

Bellyport Self

Starting at 10th level, you can quickly hop into the nearest friendly belly at a moment’s notice. As an action, you
may select one creature you can see within 60 feet. If you are not restrained or otherwise have speed 0, you
instantly teleport into that creature’s body (usually stomach!). When you use this ability on a willing creature, you
may instantly form your arcane belly within them as part of this ability. You do not need line of sight for this ability.

You may use this ability a number of times equal to your proficiency modifier per long rest.

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 if they are willing. Both you and that creature may concentrate on spells independently,
meaning you can have two concentration spells going.

When the creature you are inside of takes damage while they, you, or both of you are concentrating on spells, roll
only a single concentration check, using your ability and bonuses. On a failure, both concentration spells fail.
Wizard, Belly Summoner
There are those conjurers and summoners that decide to entirely specialize upon the summoning of creatures.
To this end, many quickly realize the most efficient way to summon them is to summon them within themselves.

Belly Summoners are often maternal and possessive wizards, who love and care for their summons as if they
were their own children or cherished pets. After all, in being magically linked, they are intrinsically able to feel
their presence, including their pleasure and pain. Many Belly Summoners even treat their friends and
companions as their pets, and even go so far as to gulp them down and bind them permanently.

Due to their resurrection abilities, skilled belly summoners can often find easy and high paying work as being
rest-stops for adventuring parties, not even needing to be in the same continent in order to reform them after a
fatal misstep… And due to their control, only the foolish would dare insult or threaten the belly summoner that will
have the decision over whether to reform them or not…

Body Expertise:

Starting at 2nd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Bind and Summon:

At 2nd level you learn how to store the essence of creatures you’ve digested inside your body to summon again at
will.

Upon digesting a creature, you can choose to bind it as your pet. The creature’s essence now is stored inside
your body, and you are aware of its presence at all times. You may also communicate with the creature
telepathically, and it with you and other creatures that you have bound. This link is permanent unless broken by
some high level magic, such as a wish spell.

As an action, you can summon your bonded pet to a spot adjacent to you by expending a wizard spell slot with a
level equal to ½ of the creature’s CR/Level (rounded up). This is a concentration spell and lasts for one hour.
However, you do not need to make concentration checks when you are damaged. While summoned, the creature
regards you and your companions as an ally regardless of its prior temperament and acts according to your
commands, and shares your initiative count but acts immediately after you.

In addition, you are able to permanently summon and reform your bound pet by digesting a meal of equal size
and reforming your pet at the end of the meal’s digestion. Once reformed, the creature is independent and able to
act on its own and is no longer bound to you.

You can have a number of creatures bound to you equal to your int modifier + wizard level and may dismiss a
bind you have as an action.
Optional Feature: Permanently Bound

Upon permanently summoning a pet, you retain your bind upon them, although they still remain independent.
Should the creature die, its soul returns to your body so long as it died on the same plane of existence and is able
to return. Once it does, the creature is able to be summoned or reformed again.

Optional Feature: Belly Pets:

You can now summon and keep any number of your bonded pets within your body without expending the
spellslot cost and ignoring the concentration requirement. However, they may not leave your body.

If for any reason a creature left your body and you were not concentrating on it or had expended the spellslot
cost, the creature instantly disappears and their soul returns to your body.

Summoning Ward:

At 6th level, you learn how to use your summoning magic to protect yourself. Whenever you summon a bonded
creature, you gain 1 temp HP for every CR/Level of the creature summoned.

Full of Pets:

At 10th level, your constant stretching of your belly has increased your natural capacity and skills. You count your
capacity as one size larger.

In addition, your swollen belly now gains magical properties as you bond with more pets. You gain the following
abilities:

When you are attacked, your bonded pets attempt to protect you as a reaction. You gain +2 to your AC for one
attack, potentially causing it to miss.

When you need to make a saving throw, your bonded pets attempt to aid you as a reaction, granting you +2
towards your roll. This may be done after you know the result.

You may use these abilities a number of times equal to your proficiency modifier per long rest.

Master belly summoner

At 14th level, you are a master of binding and summoning your pets. When you expend a spell slot to summon a
creature, you may now expend any number of additional spell slots in order to reach the necessary amount to
summon it.

(Ex. You attempt to summon a CR 20 creature. You must expend 10 spell slot levels, so you could expend two 4 th
level slots and one 2nd level slot, or three 3rd level slots and one 1st level slot, and so on.)
Wizard, Witch
Body Expertise:

Starting at 2nd level, choose either athletics or acrobatics. You are now proficient in your chosen skill, and your
Proficiency Bonus is doubled for any ability check you make that uses your chosen skill.

Witch’s Hex

At 2nd level, as a bonus action, you can cast a Witch’s Hex upon a creature you can see within 60 feet, including
yourself. Or you may target a location, creating a Hex Mark that takes up to a 5’ in diameter circle on the ground
(or whatever surface you target).

While a hex is upon a creature and you can see said creature, you may cast spells that have a target of self or
touch upon that creature. All spells you cast are considered to have a range able to reach the creature,
regardless of their distance stated on the spell itself. If the Hex is upon a target or location to make a Hex Mark,
you can cast any spell as if you were touching the hex mark, or touching anything that is also touching the hex
mark. If your hex is ever farther than 300 feet away from you, it disappears.

You can only have one hex active at a time, and the hex remains indefinitely so long as you don’t recast the hex
on a different target. If you place your hex on a different target, the hex disappears from the prior target. You may
also remove the hex as a bonus action.

This feature upgrades to two active hex’s at 6 th level, three maximum hex’s at 11 th level, and 4 maximum hex’s at
17th level.

Potions and Brews:

At 2nd level, you are able to transmute your spell essence into a temporary potion. By spending 10 minutes and
casting a spell that requires an action or bonus action, you can create a potion of your casted spell.

This potion’s appearance will reflect the spell imbued. For example a fireball spell might have an orange colored
liquid that seems to be burning, a invisibility potion may be a ghostly clear white appearance, etc.

Upon drinking the potion as a use object action, the drinking creature is immediately forced to cast the spell as a
free action, regardless of its normal casting time. Regardless of the creatures own stats, the spell uses your
spellcasting attack modifier and spell save DC.

If the potion is ever broken, the spell immediately activates. If it was a AOE spell, the AOE is centered on the
broken potion. If it targets a creature, the target becomes whomever the liquid splashed upon in the greatest
quantity. If it was a concentration spell, it immediately fails.

This potion lasts for 24 hours, at which point the potion’s magic will fizzle out and revert into a non-magical and
useless goop or fluid.
You can transmute a number of potions equal to your proficiency modifier before you need to take a long rest to
use this ability again.

Magical Transformations

At 6nd level, you become a master in changing appearances, molding yourself and those around you into forms
that more suit your tastes…

You are now able to cast alter self and gender bend on yourself without using a spell slot. When you cast alter
self to change appearance, or cast genderbend, the duration is now set to permanent, and it no longer requires
concentration.

In addition, the target of your witch’s hex may also be a target for the change appearance option of alter self, and
gender bend, and do not require a spell slot or concentration. If they are willing, the effects are permanent.
Otherwise the effects end once the witches hex is removed off of them.

Witch’s Curse:

At 10th level, you learn how to place long lasting curses over your foes. When you cast a spell on a creature under
the effects of your witches hex that has no positive benefits, has a duration of one minute or longer, and is not
already under the effect of a witches curse, you may have your casted spell become a witch’s curse.

This witch’s curse spell has an infinite duration so long as you have your witches hex upon them.

While a target has a witch’s curse upon them, the hex no longer breaks from distance, and you may continue the
spell even if they break line of sight. If the witch’s hex is ever removed from a target that has an ongoing witches
curse, the witches curse immediately ends. Regardless of spell text, the Witches Curse ends should you ever fall
to 0 HP or less.

(Note: Spells that have multiple options may be used as a curse if the option selected has no positive benefits.
Ex: The reduce option of enlarge/reduce is allowed to be the curse, but not the enlarge option.)

Master Brewer

At 14th level, you become a master of potions. You may now spend gold or other precious spellcasting
components of a similar cost to make your potions last forever until consumed or the potion container is broken.
This cost may be variable depending on the spell, but generally use the following formula to determine cost:

100 * (spell slot level^2)


Spells
Below is a list of new spells.

Predator spell list:

Cantrips (Gastromancer Only):

Arcane Jaws
Belch
Friends
Lewd Grasp
Lick
Primal Savagery
Roil
Shape Flesh
Spice Touch
Tongue Lash
Teasing Flash
Shape Flesh
Slime Tricks
Spice Touch
Tongue Lash

1st level

Acidify
Arcane Digestion
Bodypouch
Detect Magic
Detect Posion
Disguise Self
Divine Mark
Enhance/Reduce Assets
Elemental Fist
Erotic Dance
Favored Prey Protection
Flavor/Disgust
Frogs Tongue
Hoard Gullet
Meltha’s Hidden Belly
Share Sensation
Intensify Hunger
Vision of Exquisite Pleasure
Wet Dreams
Zephyr Strike

2nd level

Alter self
Devouring Smite
Digestive Barrier
Disrobe
Elastify/Constrict
Elemental Armor
Enlarge/Reduce
Enhance Ability
Form Maw
Gender Bend
Heart of the Dragon
Heave
Healing Massage
Lovers Luncheon
See Invisibility
Sophi’s Ravenous Consumption
Trolls Blood
Zanna’s Speck of Dust

3rd level
Amplify Acids
Absorb Power
Cursed Orgasm
Compress
Greater Belch
Intoxicate
Inatimate Prison
Maddening Hunger
Medicinal Acids
Orgasmic Vibrations
Promise of Pleasure
Vampiric Touch

4th level

Aura of Lust
Bellyport Ally
Compress
Entice
Leeching Insides
Locate Creature

5th level

Bellyport
Come to Me
Empower Body
Inhale
Maximize/Minimize
Skill Empowerment
Vorare’s Primal Belch
Spell Table:
This table shows what classes gain access to new spells.

Note for below, class names will be abbreviated to Wiz, Clr, Dru, War, Pal, Rgr, Art, Sorc, Bard

Name School Conc. Ritual Class(es)


Level
Wiz, Sorc, Bard, War,
0 Arcane Jaws Evocation no no Clr, Dru, Art,

Clr. Dru, Sorc, Bard,


0 Anti-Acid Shell Transmutation no no Artificer

0 Belch Evocation no no Wiz, Sorc, War, Clr, Dru,

Wiz, Sorc, Bard, War,


0 Lewd Grasp Transmutation no no Clr, Dru, Art,

Wiz, War, Clr, Art, Sorc,


0 Lick Enchantment no no Dru

Wiz, Bard, Sorc, War,


0 Psychic Touch Illusion no no Art,

Clr, Dru, Wiz, War, Sorc,


0 Roil Transmutation no no Bard, Art

0 Shape Flesh Transmutation No No Wiz, War, Sorc, Bard, Art

0 Slime Tricks Conjuration No No War, Dru, Wiz

Clr, Wiz, War, Sorc,


0 Teasing Flesh Enchantment no no Bard, Art

0 Tongue Lash Transmutation no no Wiz, Clr, Art, Dru, Sorc

Wizard, Clr, Dru, Bard,


1 Acidify Conjuration no no Pal, Rgr, Sorc, Art

1 Arcane Digestion Evocation no no Clr, Bard, Art,

1 Body Pouch Transmutation no no Wiz, Sorc, Bard, Art

1 Divine Mark Enchantment no yes Wiz, Clr, Pal, Dru, Rng


1 Elemental Fist Evocation no no Wiz, Art, Sorc, War

Enhance
Wiz, Clr, Dru, Bar, Pal,
1 /Reduce Assets Transmutation no no Rgr, Sorc, Art

Bard, War, Sorc, Wiz,


1 Erotic Dance Enchantment no no Clr, Pal, Art

Favored Prey Wiz, Sorc, Clr, Pal, Dru,


1 Protection Abjuration no no Rng, Bard, Art

1 Flavor/Disgust Transmutation no no Wiz, Clr, Bard, Sorc, Art

Wiz, Sorc, War, Pal, Clr,


1 Frog’s Tongue Transmutation no no Dru, Rgr, Art

1 Hoard Gullet Transmutation no no Wiz, Bard, Art

Bard, Paladin, Cleric,


1 Intensify Hunger Transmutation no no Druid, Ranger, War,

Meltha’s Hidden
1 Belly Illusion no no Wizard, Bard, Art

Wiz, Sorc, War, Pal, Clr,


1 Share Sensation Enchantment no no Dru, Rng, Art, Bard

Vision Of exquisite Bard, Wiz, Clr, Pal, War,


1 Pleasure Enchantment no no Sorc

Wiz, Bard, Art, Clr, Pal,


1 Wet Dreams Enchantment no no Dru, Rng

2 Devouring Smite Evocation no no Pal

Wiz, Bard, Art, Clr, Pal,


2 Disrobe Enchantment no no Dru, Rng, Sorc

2 Digestive Barrier Abjuration no no Clr, Dru, Bard, Wiz, Art

Clr, Dru, Bard, Sorc, Wiz,


2 Elastify/Constrict Abjuration no no War, Rng, Art
2 Elemental Armor Evocation no no (Predator Only)

Clr, Dru, Bard, Sorc, Wiz,


2 Form Maw Abjuration no no War, Rng, Art

Wiz, Clr, Dru, Bard, Sorc,


2 Gender Bend Abjuration yes yes War, Pal, Rng, Art

2 Healing Massage Evocation yes no Clr, Dru, Bard, Pal, Rng

Heart Of The
2 Dragon Abjuration no no Clr, Bard

Wiz, Sorc, Clr, Bard, Pal,


2 Heave Enchantment no no War, Dru, Rng, Art

2 Homunculi Food Conjuration No No Wiz, War, Art

Sorc, Wiz, Bard, War,


2 Lover’s Luncheon Enchantment no no Clr, Dru, Pal, Rng, Art

2 Trolls Blood Evocation yes no Dru, Rng,

Sophi’s Ravenous Sorc, Bard, War, Clr,


2 Consumption Transmutation yes no Dru, Pal, Rng, Wiz, Art

Zanna’s Speck of Wiz, Bard, Sorc, War,


2 Dust Transmutation No No Clr, Dru, Pal, Rng, Art

3 Absorb Power Transmutation no no Sorc, War,

3 Amplify Acids Transmutation no no Clr, Bard, War, Rng

3 Cursed Orgasm Enchantment no no Clr, War, Bard, Sorc,

Wiz, Clr, Dru, Sorc, Bard


3 Compress Transmutation no no Art

Wiz, Sorc, Pal, Rgr, Clr,


3 Greater Belch Evocation no no War, Dru

Wiz, Sorc, War, Bard,


3 Intoxicate Enchantment no no Clr, Pal

3 Inanimate Prison Transmutation No No


Wiz, Bard, Sorc, War,
Clr, Dru, Pal, Rng, Art

3 Maddening Hunger Enchantment yes no Wiz, Dru, War, Bard,

3 Meal of the Phoenix Necromancy No Yes Wiz, Dru, Clr, Bard, Pal

3 Medicinal Acids Transmutation no no Clr, Dru, Pal, Bard,

3 Ooze Form Transmutation yes no Wiz, Sorc, Dru, War, Art

3 Orgasmic Vibrations Enchantment no no Clr, War, Bard, Sorc, Wiz

Promise Of Wiz, Clr, War, Bard,


3 Pleasure Enchantment no no Sorc, Art

3 Summon Slimegirl Conjuration Yes No Wiz, War, Dru, Rng

4 Aura Of Lust Enchantment yes no Pal,

4 Belly Port Ally Conjuration no no Wiz, Clr, Dru, Sorc, Bard,

4 Entice Transmutation no no Wiz, War, Bard

4 Leeching Insides Necromancy no no Clr, Dru, Bard, Pal, Rng

5 Belly Fortune Telling Divination no yes Clr

5 Bellyport Conjuration no no Wiz, Sorc, War, Pal, Clr

5 Come To Me Enchantment no Yes Bard, Sorc, Wiz,

5 Empower Body Transmutation no no (Predator Only)

5 Inhale Evocation yes no Pal, Rgr, Sorc

5 Rebirth Transmutation no no Clr, Dru, Pal, Bard,

Vorare’s Primal Wiz, Sorc, War, Pal,


5 Belch Evocation no no Dru, Rng, Art

Maximize
5 /Minimize Transmutation yes no Wiz, Sorc, Art

6 Dimensional Conjuration no yes Wiz, Sorc, War, Clr, Bard


Stomach

7 Bottomless Hunger Transmutation no no War, Sorc, Clr, Dru

Power Word
7 Consume Evocation No No Sorc, War, Wiz, Bard,

Power Word
8 Orgasm Enchantment no no Sorc, War, Wiz, Bard,

9 Mass Bellyport Conjuration no no Wiz, Sorc, War, Clr

9 Perfect Form Enchantment no no Bard

Vore and Lewd Spell list:

Cantrips:

Anti-Acid Shell

Transmutation Cantrip

● Casting Time: 1 action


● Range: Self
● Components: V, S
● Duration: 1 minute

You briefly turn your skin into a smooth, digestion resistant shell, gaining resistance to all non-magical digestion
damage, and all acid damage for one minute

Arcane Jaws:

Evocation Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: S
● Duration: Instantaneous

Your maw (or body part) is imbued with magical ravenous energy, stretching to attempt to swallow your
unfortunate prey!

You make a melee spellcasting attack roll against your target. On a success, you deal 1d4 force damage, and
you are considered to have started a devour contest against the creature with one success. This upgrades to 2d4
damage at 5th level, 3d4 damage at 11th level, and 4d4 damage at 16th level

Belch

Evocation Cantrip

● Casting Time: 1 action


● Range: 15 feet
● Components: S
● Duration: Instantaneous

You release a tremorous wave of air, capable of knocking a creature off balance with sheer force. A creature
within range that you can see must make a Strength saving throw. Upon a failure, they take 1d8 thunder damage
and your next attack made against the creature is made with advantage until the end of your next turn. The
damage becomes 1d10 if you currently have prey inside your stomach.

The spell's damage increases by 1d8 (or 1d10) when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10)
and 17th level (4d8 or 4d10).

Lewd Grasp

Evocation Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: S, V
● Duration: Instantaneous

Your magically enhanced fingers race across your opponent’s body, sending ripples of pleasure through them!
You make a melee spell attack against your target creature. On a success, you deal 1d8 lewd damage, and your
target has disadvantage on the next attack they make. This spell's damage increases by 1d8 when you reach 5 th
level (2d8), 11th level (3d8), and 17th level (4d8).

Lick

Enchantment Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: V, S
● Duration: One minute

You attempt to whet your appetite on the taste of a nearby creature. Make a melee spell attack against a creature
of your choice within range. On a hit, the target takes 1d6 psychic damage, and the next devour attempt you
make against the target within one minute is made with Advantage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Psychic touch

Illusion Cantrip

● Casting time: 1 action


● Range: 30 feet
● Components: S
● Duration: 1 minute

As an action, you can cast psychic touch on one creature within 30 feet. While psychic touch’s duration is
ongoing, you can manipulate the target's smell, touch, and taste sensations at will. Some examples of this
include:

A sensual invisible finger grazing along their thighs

A heavenly aroma that blocks out everything else

Making their taste buds believe the bland soup they’re eating is rich and delicious

You can only alter one sense at a time, and these effects cannot deal damage.

Creative uses of psychic touch may provide advantage to interactions, or disadvantage to the targets.
However, should a target ever become suspicious that this is simply a illusion, the creature can determine that it
is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns
the illusion for what it is, they are no longer affected by the psychic touch.

Roil

Transmutation Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: V, S
● Duration: Instant

You touch 1 predator with at least one creature in their stomach. Each creature in their stomach must make a
constitution saving throw or take 1d12 digestion damage.

Each of the spell's damage types increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th
level (4d12).

Shape Flesh:

Transmutation Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: S
● Duration: Instantaneous

This spell is a minor transmutation that allows the caster to transmute flesh to their whim, to a small degree. You
sculpt the flesh of the person you’re touching to do one of the following:

Increase/Decrease the size of someone’s breasts, ass, or cock for one minute (but no more than double their
starting size)

Burn off 1% of their current excess body fat, down to their minimum healthy state.

Change facial features to provide advantage on all applicable disguise tests for one minute.
Slime Tricks:

Conjuration Cantrip

● Casting Time: 1 action


● Range: Touch
● Components: S, V
● Duration: Instantaneous

This spell is a minor magical trick that channels the power of slime through you. As a action, you create one of
the following slime effects:

 You create 1 cubic foot of tasteless jiggly slime. This slime disappears after 1 minute.

 Acidic slime drips from your fingertips. This caustic slime can eat away at materials at a slow rate before
disappearing, making it useful for etching messages into walls, dissolving small amounts of materials, or
slowly breaking into stronger items such as metal locks. If used in combat, this acidic slime deals 1
damage.

 You transmute one tiny non-magical object you can hold in your hands into an equal amount of slime.

 You may manipulate up to 5 cubic feet of slime or other gelatinous substances to form any shape you
desire almost instantly. It retains the shape for one hour, or until the slime disappears.

 You may spread slime upon the ground in a 5’ square adjacent to you. The next creature to walk over the
slime must make a dexterity saving throw vs your spell save DC or fall prone. A creature moving through
the area at half speed doesn't need to make the saving throw. This slime disappears after 1 minute.

Spice Touch

Conjuration cantrip

 Casting Time: 1 action


 range: 30 ft
 Components: S, M(A pouch of the caster's favorite seasoning)
 Duration: 1 round

You flick your fingers at a creature, causing them to be coated in potent and mouth-watering spices. The target
must make a Dexterity saving throw. On a fail, they are infused with delicious spices, and the next devour test
against them may roll a 1d6 and add it to their ability check.
Tongue Lash

Transmutation Cantrip

● Casting Time: 1 action


● Range: 15 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 the target is within 5 feet of you, you may then make a grapple attempt as part of the
spell.

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

Teasing Flash

Enchantment Cantrip

● Casting Time: 1 action


● Range: 30 ft
● Components: S
● Duration: Instantaneous

You swirl magic around your body, making you seem incredibly sexy to your target! The target must make a
wisdom saving throw. On a failure, they take 1d4 lewd damage and become charmed towards you until the end
of their next turn as they regard you with sexual infatuation. The charm effect ends early if you or your allies take
a hostile action against them. This spell's damage increases by 1d4 when you reach 5 th level (2d4), 11th level
(3d4), and 17th level (4d4).

1st level:
Acidify

1st-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
must take a constitution saving throw or suffer 4d10 acid damage or half as much on a success.

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

Arcane digestion:

1st level evocation

● Casting Time: Action


● Range: Self
● Components: S, V
● Duration: 1 minute

Choose one damage type between acid, fire, lightning, cold, or thunder. For the duration of this spell, your
digestion deals that type of magical damage, and gains an additional 1d6 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.

Bodypouch:

1st level transmutation

● Casting Time: action


● Range: Self
● Components: S, V
● Duration: 8 hours.

Upon casting, choose one object you can hold in your hands. Your skin becomes malleable to that object and
allows you to slip that object anywhere into your body as if your skin was water, making it nearly impossible to
spot. For the duration of the spell, you are able to secretly draw and store the object on your body as a bonus
action.
Divine Mark:

1st level Transmutation, ritual

● Casting Time: 1 action


● Range: Touch
● Components: S
● Duration: 24 hours

You inscribe a personal magical mark upon another creature by touching their bare skin in some way, often
through biting, a teasing flash of fingers, and so forth, and can potentially be done without the targets knowledge.
This personal mark can take any form, but often is a hickey or some other possessive mark. This mark is visible
unless covered up by clothing, makeup, etc.

For the duration of the spell, you always know the “rough” area that the target is in are by knowing the direction
they are from you, and a feeling of how close or near they are (usually by one's loins or chest growing hotter the
closer you are together.)

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the mark lasts for an
additional 24 hours for each slot level above the 1 st

Enhance/Reduce Assets:

1st level Transmutation

● Casting Time: 1 action


● Range: Touch
● Components: S
● Duration: 8 hours.

As an action, select a body part of a willing creature. That body part swells or reduces to a size of your choosing
(so long as it's not so large as to increase your size from medium to large and so forth!). This can be used to
increase/decrease ass size, cock size, breast size, belly size, etc.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration becomes 24
hours. If you cast this spell using a spell slot of 5 th level or higher, the duration becomes permanent.
Elemental fist:

1st level evocation

● Casting Time: 1 action


● Range: touch
● Components: S, V
● Duration: Instantaneous

Your fist overflows with elemental power. Choose an element between lightning, cold, fire, or acid, and make a
melee spell attack roll against your target. On a hit, you deal 3d10 damage of your chosen element.

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

Erotic Dance

1st level enchantment

● Casting Time: 1 action


● Range: 30 ft
● Components: S
● Duration: Instantaneous

Your body's movements flow with magic sensuality, with your movements rippling across your targets body as if
you were dancing against them.

Your target must make a charisma saving throw. On a failure, they are charmed until the end of your next turn,
and you deal 3d8 lewd damage. On a success, they take half the damage and are not charmed. If the target is
adjacent, you can instead make a melee spellcasting attack roll.

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

Favored Prey Protection:

1st level Abjuration

● Casting Time: 1 action


● Range: Touch
● Components: V, S,
● Duration: 24 hours

You infuse a creature’s guts to tell friend from foe. As part of this spell cast, you touch a creature. For the spell’s
duration, the chosen creature can make any number of creatures or objects inside of them immune to digestion
damage as a bonus action, and may revoke the protection with another bonus action.

Flavor/Disgust

1st level Transmutation

● 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 must make a dexterity saving throw or become irresistibly delicious
to any predator. All creatures gain advantage on devour tests against the target, and predators may be tempted
to consume them over other options.

Disgust. A creature of your choice within range becomes disgusting in flavor and scent to any predator.
Whenever a predator attempts a devour check against them, they must make a wisdom save. On a fail, they
cannot attempt to consume them, and waste their action or attack. On a success, they are immune to further
disgust effects from this spell until its next rest.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may select one
additional target for each slot level above the 1st.

Frogs Tongue

1st-level Transmutation

● Casting Time: 1 action


● Range: 60 feet
● Components: S, M (the tongue of a frog)
● Duration: Instantaneous

Your tongue flies out like a whip, entangling and dragging a creature towards you. Choose a creature you can
see within range. They must make a Strength Saving throw or be pulled up to 60 feet towards the spellcaster. If
the creature is moved within 5 feet of you, they become grappled and you may immediately make a Devour
attack as part of the same spell cast

Hoard Gullet

1st level transmutation (ritual)

● Casting Time: 1 standard action


● Range: Personal
● Target: You
● Duration: 8 hours

You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw
down to your abdomen. You gain a magical second stomach, which can be used to transport objects and
creatures securely. Dragons often use this spell to transport their treasure hoards safely, but it is equally useful to
those who would loot such hoards.

You can safely swallow and transport anything you could normally swallow, including creatures. The capacity of
your hoard gullet is 500 pounds or 8 capacity. Due to the nature of the magic, this stomach is not capable of
digestion.

You can't remove individual items or creatures from your hoard gullet, but as an action, you can expel its entire
contents into your square or into your stomach.

At the end of the spell's duration, anything still in your hoard gullet is immediately squished into your main
stomach.

This magical gut can only be damaged from the inside. Should it take a single point of damage, the spell instantly
collapses, making it inefficient to transport hostile entities.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the limit increases by 500
pounds or 8 capacity for every level above the 1 st.

Meltha’s Hidden Belly:

1st level illusion (ritual)

● Casting time: Standard action


● Range: touch
● Components: S, V
● Duration: 1 hour
You reach out and touch a belly, causing onlookers to no longer notice it. Unlike other illusion spells that
camouflage ones bulging gut, this simply convinces onlookers minds that the bulging gut does not exist at all and
seems completely normal. Onlookers do not register the fact of the huge gut unless they are actively looking for
it. In which case, they may instantly roll to spot past the disguise with advantage.

However, anytime something suspicious happens (such as unusually loud muffled screams, unnaturally loud
churning and gurgling, or them accidentally bumping into the gut), an observer may roll a wisdom saving throw
against the predator's spell save DC, gaining advantage if the predator has greater than capacity in their gut.
Success means they notice it and may respond appropriately to it. Failure means they make some mental excuse
and chalk it up to some natural other disturbance (Ex. Loud gurgling could be their own hungry gut, muffled
screaming could be a problematic poltergeist, or they might mistake bumping into the gut as bumping into their
side or into a chair accidentally.)

Share Sensation

1st level Enchantment

● Casting Time: 1 action


● Range: Touch
● Components: S, V
● Duration: 1 hour

This spell targets one creature within sight or touch. It enables you to feel physical sensations just like your target
feels. Although the caster feels pain and pleasure as the target does, you do not become wounded when the
target takes damage nor healed when they are. This can situationally provide advantage or a bonus equal to your
spellcasting ability to certain skill checks or charisma tests as you are able to emphasize with them more and feel
the condition of their body. This spell can be dispelled with an action from you.

At Higher Levels: When you cast this spell using a spell slot of 3 rd level or higher, the duration increases to 8
hours.

Intensify Hunger:

1st level Enchantment

● Casting time: 1 action


● Range: Touch
● Components: S, V
● Duration: 1 minute
Select a creature. Whenever that creature makes a grapple or devour attack, they may add 1d6 onto their roll.

Vision of Exquisite pleasure

1st level Enchantment

● Casting Time: 1 action


● Range: 30 ft
● Components: S, V
● Duration: instantaneous

Images of tantalizing and overwhelming sexual pleasure consume the affected target, causing them to pause in
their tracks and revel in the eroticism. The target creature must make a wisdom saving throw or be stunned until
the end of their next turn. The target makes the save with advantage if they have taken any non-lewd damage
since the end of their last turn.

Wet Dreams

1st level Enchantment

● Casting Time: 1 action


● Range: Touch
● Components: S, V
● Duration: Instantaneous

You weave a pleasant erotic dream for the target when they next fall to sleep, which protects the targeted
creature from other influenced dreams, whether of mundane or magic origin such as a night hag haunting, or
spells (or memories) that cause nightmares. The dream ensures they sleep for 8 hours and gain the benefits of a
long rest and have disadvantage on all checks to wake up early.

2nd level:
Devouring Smite

2nd-Level Evocation
● Casting Time: 1 bonus action
● Range: Self
● Components: V
● Duration: 1 minute, concentration

The next time you hit with a melee weapon attack or unarmed 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. On a fail, you start a devour contest as if you had just successfully taken the devour action. Regardless
of the result, the spell immediately ends.

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.

Digestive Barrier

2nd-level Abjuration

● Casting Time: 1 reaction


● Range: 60 feet
● Components: V, S, M (a small strip of cloth)
● Duration: 1 minute

Choose a creature within range that is just about to be swallowed. For the duration of this spell, the target is
immune to non-magical digestion damage. You may also cast this spell on your turn as a bonus action.

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

Disrobe

2nd level Enchantment

● Casting Time: 1 action


● Range: 30 ft
● Components: S, V
● Duration: instantaneous

Choose a creature in range. The creature's clothing, including undergarments, belts, footwear, jewelry and other
non-magical items not held, loosen and slide off as if covered in grease.
If the creature is wearing armor, they may make a dexterity save to keep their armor. Success indicates they
manage to clutch their armor and keep it on. Failure means it too slides off, causing them to lose any armor AC
bonus they may have.

Any items the creature is clutching or grasping , as well as magical items worn, do not slide off, and remain in
their grasp and on their person.

It takes an action for a character to quickly re-don their clothing, and another action to re-don their armor. (a
creature can re-don their armor without re-donning clothing first, although it might be quite uncomfortable!)

Elastify/Constrict

2nd-level Transmutation

● Casting Time: 1 action


● Range: 30 feet
● Components: V, S
● Duration: 8 Hours

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

Elastify. The predator counts as one size larger for the purpose of determining capacity.

Constrict. The predator counts as one size smaller for the purpose of determining capacity.

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

Elemental armor:

2nd level abjuration

● Casting Time: 1 action


● Range: Self
● Components: S, V
● Duration: 1 hour

When you cast this spell, choose a damage type. You form a suit of elemental armor around your body created
from your chosen damage type (or intended to resist that damage). While your wearing the suit, you have
resistance to that damage type, and a armor class 13 + your dexterity modifier
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases to 8
hours.

Form Maw:

2nd level abjuration

● Casting Time: 1 action


● Range: touch
● Components: S, V
● Duration: 1 hour concentration

Touch a surface. Upon that surface, up to a 10ft diameter circle, forms a magic maw into a black abyss. This maw
is magically linked to your gullet, and whatever the maw swallows, you swallow. Whenever anything touches the
magic maw, you may roll a devour attack as a reaction, and may use your actions to start or continue ongoing
devour tests for anything touching the magic maw as if you were adjacent to the creature yourself. When a
creature becomes fully swallowed, they slide through the magic maw and down your throat, regardless of
distance

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the diameter improves by 5ft
for every two levels above 2nd.

Gender Bend

2rd level transmutation (ritual)

● Casting time: action


● Range: touch
● Components: V, S,
● Duration: 24 hours

You are able to change the sex of any willing target. Upon casting, declare what sex you wish them to be
(Female, Futa, Male, etc.). Their body changes quickly in a flash of magic light. They will appear almost like an
identical twin, save with slightly different body structure (or very little difference, if female to futa and vise versa!)
When they next take a long rest, or after 24 hours, the spell reverts them back into their original gender. This
spell may become permanent upon casting the spell using 100 gold as components and taking 10 minutes to
cast.

Healing massage:

2nd level evocation

● Casting Time: 1 action


● Range: Touch
● Components: S
● Duration: 1 minute, concentration

As a action, you channel healing magic through your fingertips (or through your body). While this spell is active,
as a bonus action you can massage a creature to restore 1d6 hit points.

Heart of the Dragon

2nd level enchantment

● Casting Time: 1 action


● Range: Self
● Components: S, V
● Duration: 1 minute

You channel the spirit of draconic magic. While spell is active, if you or a ally within 30 ft becomes frightened,
charmed, paralyzed, or stunned, you may use your reaction to have the creature reroll the saving throw. On a
pass, the effect immediately ends. You may also use your bonus action to choose a ally to reroll on your turn, and
on a pass the effect immediately ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration improves to 1
hour.

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 constitution saving throw. On a failure, they use their next action to regurgitate
one creature, 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.

Homunculi Food

2rd level conjuration (ritual)

● Casting Time: 1 minute


● Range: self
● Components: S, V,
● Duration: 24 hours

You create a living homunculus clone of yourself that looks very similar but has some marks or inaccurate
features that make it easily distinguishable from you. This homunculi has the stats of a commoner, and although
it shares similar traits and personality to you, it is not very intelligent and desires to be eaten. It also cannot make
attacks or attack rolls.

At the end of the duration, if the homunculi has not been digested, the homunculi disappears.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of homunculi
created increases by 1 for each spell slot level above 2 nd

Lover’s Luncheon

2nd level enchantment

 Casting Time: 1 action


 Components: V, S
 Range: Touch
 Duration: 1 hour

You touch a single target creature whose attitude is at least friendly towards you or is charmed by you. The target
rolls a wisdom save at disadvantage, and on a failed save that target becomes charmed and is willing to be
swallowed by you. Whether they are eager or shyly reluctant depends upon their personality. This charm
immediately ends if you or your allies take a hostile action (except devouring) towards them or their allies.
Despite the name, the spell can be used on any target, not merely disappointing lovers on the morning after.

Once swallowed, the spell immediately ends. On a successful save, the target knows you attempted to charm
them.

Trolls Blood

2nd level transmutation.

● Casting Time: 1 action


● Range: Self
● Components: S, V
● Duration: 1 minute, concentration

You use magic to mend over your wounds. While this spell is active, you regain 1d6 hit points at the end of your
turn.

Sophi's Ravenous Consumption

2nd-level Transmutation

● Casting Time: 1 action


● Range: touch
● Components: V, S, M (A handful of crumbs)
● Duration: Concentration, up to 1 Minute

For a short duration, your target is possessed by an immense hunger that betrays their size. For the duration,
they may make devour attacks without grappling targets.

Zanna's speck of dust

2nd level transmutation


 Casting Time: 1 standard action
 Components: V, S, M (a pinch of dust)
 Range: Touch
 Duration: 24 hours

You touch a creature that is either willing to be shrunk, or is defeated or unconscious. If they have 1hp or more,
they may choose to roll a wisdom saving throw to resist. On a failure or if they are below 1hp, they immediately
shrink down to size tiny, but their equipment and clothes do not shrink with them. They remain shrunk for the
duration, and should they expire while shrunk, their remains stay shrunk.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24
hours for every spell level above 2 nd.

3rd level:

Amplify Acids

3rd-Level Transmutation

● Casting Time: 1 minute


● Range: Touch
● Components: V, S, M (A vial of acid)
● Duration: 8 Hours

The target creature's gastric acids magically intensify, quickly melting any devoured creatures to sludge. For the
duration of the spell, the target creature's digestion deals an additional 2d8 damage, and they digest meals in half
the time

At Higher Levels. When you cast this spell using a 5th level spell slot, the damage increases to 3d8. When you
cast this spell using a 7th level spell slot, the damage increases to 4d8.

Absorb Power:

3rd level

● Casting Time: bonus action


● Range: self
● Components: S, V
● Duration: instantaneous

Choose one creature inside of you. They must roll a constitution saving throw. On a failure, they take 3d6 force
damage or half as much on a success, and you gain an equal amount of bonus damage to your next melee,
ranged, or spell damage roll within the next minute. If this is a attack that effects multiple targets, you only add the
bonus damage to the first target damaged.

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

Cursed Orgasm

3rd level Enchantment

● Casting Time: 1 action


● Range: touch
● Components: S, V, M (A drop of sexual fluid mixed with a drop of weak acid)
● Duration: instantaneous

You weave a magical pleasurable curse upon your target. The next time that the subject achieves orgasm, they
are wracked with mind-breaking pleasure that causes 12d6 lewd damage. If this brings them to 0 HP or lower,
they are knocked unconscious for 2d4 hours rather than defeated.

At Higher Levels: When you cast this spell using a spell slot of 4 th level or higher, the damage increases by 2d6
for each slot level above 3rd.

Compress

3rd level Transmutation

● Casting Time: 1 action


● Range: Touch
● Components: S, V
● Duration: 8 Hours

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

The target still suffers the normal effects of capacity penalties. In addition, particularly astute eyes can spot the
slight bulges and unnatural look of the belly with an active DC 25 perception test.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional
creature for each slot level above 4th.

Greater Belch

3rd-level Evocation

● Casting Time: 1 action


● Range: 30 ft Cone
● Components: V
● Duration: Instantaneous

While you are filled with at least 1 prey of any size, 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 points
of thunder damage and be knocked prone. On a success, they take half as much damage and are not knocked
prone.

Inanimate Prison:

3rd level enchantment

● Casting Time: 1 minute (ritual)


● Range: Touch
● Components: V, S
● Duration: 24 hours

You touch one creature that is either willing to be transformed, defeated, or unconscious, and magically transform
their body. If they have 1hp or more, they may choose to roll a wisdom saving throw to resist. On a failed save or
if they are below 1hp, this transformation can turn them into any object from tiny size up to their size. This can be
something from a rock, to panties, to a statue recreation of them. The transformed creature retains their
sentience and are still aware of their surroundings, to an extent, although do not have any ability to move, speak,
gesture, etc.

If the object is broken or otherwise destroyed, the creature immediately regains its normal form where the object
was destroyed.

You may recast inanimate prison upon a creature under the effects of inanimate prison. Doing so extends the
duration.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24
hours.

In addition, this spell may be casted with 250 GP and at 7 th level or higher to make the spell permanent.

Intoxicate

3rd-level Enchantment

● Casting Time: 1 action


● Range: 30 feet
● Components: V, S, M (a droplet of perfume)
● Duration: Concentration, up to 1 hour

You weave seductive magic over a target, making them less resistant to your hungry and lewd advances. The
target must succeed on a wisdom saving throw or be Charmed by you for the duration. While charmed, the target
is sexually infatuated with you, and is willing to be swallowed and auto fails all tests made during a Devour
Contest (Including resisting the attack and Escape attempts).

The spell ends early if the target takes any damage, including digestion damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you may target one additional
creature for every slot level above 3rd.

Maddening Hunger

3rd-level Enchantment

● Casting Time: 1 action


● Range: 30 feet
● Components: S, M (a pinch of fat)
● Duration: Concentration, up to 1 minute

You awaken a primal hunger within a creature, driving it to feed on whatever prey is closest. A creature of your
choice within range must succeed on a Wisdom saving throw or be cursed by a ravenous appetite.

If the cursed creature is capable of vore, the cursed creature immediately seeks to sate its appetite. On each of
its turns, it must use its action to attempt to Grapple or Devour the nearest creature. If there are no creatures
within reach, it moves towards the closest one that it considers possible prey, taking the safest and fastest route
possible and dashing if it doesn’t end its movement in range of a creature.
If the cursed creature is not capable of vore, it immediately seeks out the nearest mundane food source (such as
rations, berries, alcohol, etc.) and devours as much of it as it can in order to sate its hunger.

On any turn it is not able to take a devour action or grapple action or is unable to consume mundane food, it
takes 3d6 psychic damage as it grapples with hunger pains.

The spell ends early if the target reaches Maximum Capacity. The target can make a Wisdom saving throw at the
end of each of its turns it successfully swallows someone or something. On a success, the spell ends.

Meal of the Phoenix:

3rd-level Necromancy

● Casting Time: 1 action


● Range: Touch
● Components: V, S, M (A feather from a phoenix)
● Duration: 24 hours

You imbue reviving magic upon the creature, allowing them to be restored after death. If the creature is digested
in the next 24 hours, they will be reborn upon the end of the next long rest or the next dawn in the place in the
place of their death (aka inside the creature they were just digested by), whichever comes first. If this is not
possible for whatever reason, they will be reborn as close as possible to the place of their digestion.

This spell does not work for any other type of death.

Medicinal Acids

3rd-Level Transmutation

● Casting Time: 1 action


● 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 fluids. The predator and each creature in the
predator's stomach gain 1d6 + spellcasting modifier 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 1 minute per slot level above 3rd.

Orgasmic Vibrations

3rd level Enchantment

● Casting Time: 1 action


● Range: 30 ft
● Components: S, V
● Duration: 1 minute

A grand, shuddering orgasm overwhelms your target, sending a constant pleasurable aftershock that makes
concentrating on tasks difficult. Your target must make a wisdom saving throw. On a fail the creature takes 6d6
lewd damage and is considered dazed for the duration of the spell. A target that makes its saving throw suffers
half as much and is not dazed.

While dazed, attempting to cast spells or concentrating on spells during the duration of orgasmic vibrations
requires a Concentration check equal to your spellcasting DC. If doing a concentration spell, they must roll the
concentration check at the start of their turn. Using skills requiring patience and concentration requires a
Concentration check as well.

Ooze Form

3rd-level Transmutation

● Casting Time: 1 action


● Range: Touch
● Components: V, S, M (a small vial of jam)
● Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a slime-like form
for the duration. The spell ends if the creature drops to 0 hit points. An ooze isn't affected.

While in this form, the target can occupy the same space as another creature, and move through spaces as
narrow as 1 inch without squeezing.
Additionally, the target's unarmed attacks deal an additional 1d6 acid damage. If another creature ends its turn in
the same square as the target, they must make a Strength(Athletics) check contested by the target's
Strength(Athletics) check. The target has advantage on this check. On a failure, they take 3d6 acid damage.

While in this form, the target can't talk, and any objects it was carrying or holding can't be dropped, used, or
otherwise interacted with. The target can't cast spells while in this form.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the duration increases by 1
hour for every spell level above 3 rd.

Promise of Pleasure:

3rd level Enchantment

● Casting Time: 1 action


● Range: touch
● Components: S, V
● Duration: 1 minute

You touch a creature to send a ripple of pleasure down its spine as you whisper the dirty things you’ll do to them
in its ear.

They must make a wisdom saving throw or take 4d8 lewd damage and be charmed, and half as much damage
and not charmed on a pass. During this time they are tempted by your eroticism and are sexually attracted to
you, and do not regard lewd damage or lewd attacks as hostile. The spell lasts for the duration or until you or
your allies do anything hostile towards it, such as devouring or dealing non-lewd damage.

Since the target creature does not regard lewd damage and attacks as hostile, they are able to do lewd strikes
and other lewd abilities/attacks towards you.

At Higher Levels: When you cast this spell using a spell slot of 4 th level or higher, the damage increases by 1d8
for each slot level above 3rd.

Summon Slimegirl:

3rd level conjuration

● Casting Time: 1 action


● Range: 60 ft
● Components: V, S, M (A slime queens core worth at least 300 GP)
● Duration: concentration, 1 hour

As a action, you call forth a slimegirl! It manifests in a unoccupied space that you can see within range. This
slimegirl uses the slimegirl stat block found in the back of the handbook. When you cast the spell, you choose the
form of the slime: Chromatic, Honey, or Elemental. The slimegirl disappears when it drops to 0 hit points or when
the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't
issue any, it attempts to attack and slime-ify the nearest non-slime and non-allied entity.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever
the spell's level appears in the stat block.

4th level
Aura of Lust:

4th level Enchantment

● Casting Time: 1 action


● Range: self
● Components: S, V
● Duration: 1 minute, concentration

An unnatural haze of magical pheromonal lust surrounds the caster for one minute, so strong that it blocks out all
thoughts but those of sexual congress. Creatures who start their turn or move into the area within 10 feet of you
must roll a wisdom saving throw (max one test per turn). Failure means they are considered charmed by you, and
submit to their lustful desires, and immediately look for someone or something to fulfill their desires. A creature
affected this way can do nothing but lewd actions and attacks. If two or more people are affected by the aura,
they will look to satisfy their desires upon each other.

Creatures affected may roll another wisdom saving throw to break out of the spell if they start their turn farther
than 10 feet from you, upon taking non-lewd damage, or being subject to some potentially dangerous action
(such as being eaten)

Bellyport Ally

4th level Conjuration

● Casting Time: 1 action


● Range: 120 ft
● Components: V, S, M (A handful of crumbs)
● Duration: Instantanous

Sometimes the best way to save someone is to put them inside your own belly, or that of a allies. You can pluck
one willing ally (including yourself) you can see or otherwise know the exact location of from a troublesome
location and materialize them fully swallowed inside your own body, or that of a ally within 120 feet. If your ally is
already inside an enemy’s stomach, the enemy creature must succeed on a dexterity saving throw as an aura of
bright light surrounds their belly. Should they succeed on their saving throw, the spell fails.

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 irresistible 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, and must spend their turn attempting to consume the target
creature. While under the effects of the spell, each affected predator regards the target as prey, 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 predator who devoured
the target becomes the new target of the spell, and all predators within 30 feet must pass the same wisdom
saving throw or repeat the process.

Leeching Insides

4th-level Necromancy

● Casting Time: 1 action


● Range: Self
● Components: V, S, M (a fungus. which the spell consumes)
● 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.

5th level
Belly Fortune Telling

5th level divination (ritual)

● Casting Time: 1 minute


● Range: Self
● Components: V, S, M (Stomach acid)
● Duration: 1 minute

While you are inside a belly, you can look into the gurgling acids surrounding you to see a portent of the future.
You can ask one question to your deity or your divine proxy.

You are provided with a vision of your predator in relation to your question, always shown with the enhanced
curves they would look like after digesting you. This vision portrays a scene relating to your question.

For example if you asked “what is the greatest danger today?”, you might receive a vision of your predator with
busty curves fighting off an unknown ambush in the city streets. Or if your predator is untrustworthy, it might
simply be a vision of them rubbing their chubby and digesting gut.

If you ask a question that cannot possibly relate to your predator, you receive nothing but gurgles. If you ask
something that’s too unclear, you might simply receive a vision of your predator with enhanced curves.

Bellyport

5th-level Conjuration

● Casting Time: 1 action


● Range: 120 feet
● Components: V, S
● Duration: Instant

Target 1 creature you can see in range of the spell, and one creature to be the recipient. The target, and the
recipient (if they are unwilling) must make a wisdom saving throw as a bright flash of light erupts around them. On
a failure, the target creature is teleported directly into the stomach of the recipient
Come to Me

5th level Enchantment, Ritual

● Casting Time: 1 action


● Range: same plane
● Components: S, V
● Duration: Instantaneous

Choose a creature whom you know their face and name, that’s also on the same plane of existence. The creature
hears your voice and knows it's you summoning them. Provided they are willing, they are then instantly teleported
to you (or inside you!).

If the creature is inside another creature, the enemy creature must succeed on a dexterity saving throw as an
aura of bright light surrounds their belly. Should they succeed on their saving throw, the spell fails.

This spell only works if both you and the target are in a location that allows for it. For example, this spell cannot
be cast if you or the target are in a antimagic field, are in a special area that does not allow for dimensional
teleportation, etc.

Empower body:

5th level transmutation

● Casting Time: 1 action


● Range: Self
● Components: S, V
● Duration: 1 minute

As an action, you infuse your body with magical strength. You gain 20 temp HP. Then you then choose one of the
following effects to gain for the duration of the spell:

Power: Gain advantage on all strength ability checks and saving throws, deal 1d6 extra damage on strength
based attacks

Grace: Gain advantage on all dexterity ability checks and saving throws, deal 1d6 extra damage on dexterity
based attacks

Resilience: Gain advantage on all constitution ability checks and saving throws, gain 4d6 + 20 temporary hitpoints
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1
hour. If cast at 5th level or higher, the duration improves to 8 hours.

Inhale

5th-level Evocation

● Casting Time: 1 action


● Range: Self (20 Ft Cone)
● Components: V
● Duration: 1 Minute, Concentration

Your mouth widens and a gale-force wind draws in nearby prey. On the turn you cast this spell you inhale a
vortex of air. All creatures in the cone must make a Strength Saving Throw or be pulled up to 20 feet towards
you, taking 5d8 bludgeoning damage. A creature that succeeds on this saving throw is not moved and takes half
damage. All creatures that start their movement inside this gale or move into it are considered to be moving in
difficult terrain until the end of their turn. A creature reduced to 0 HP or lower by this damage is instantly
devoured by you.

Until this spell ends, you can use your action on subsequent turns to create another vortex of air.

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

Rebirth

5th-level Transmutation

● Casting Time: 1 action


● Range: Touch
● Components: V, S, M (300g worth of Holy Water, which the spell consumes)
● Duration: 8 hours.

You touch a dead humanoid or piece of a dead humanoid, or touch a creature that has digested the humanoid.
Provided that the humanoid has been dead for no longer than 10 days, your body slowly constructs a new body
for the creature in your womb, or other organ. For the duration of the spell, you cannot swallow any other
creatures or objects into the reforming organ. After the spell ends, you give birth to the humanoid, fully formed
and healthy. The reborn humanoid recalls its former life and experiences up to the point of its demise, and retains
the capabilities it had in its original form.

You can declare to change the appearance and gender of the target, and may change their race into your own if
desired.

Vorare's Primal Belch

5th level Evocation

● Casting Time: 1 action


● Range: 60ft cone
● Components: V, S
● Duration: 1 round

You magically disrupt your digestive system, causing your guts to roil and 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 thunder damage depending on the initial creature's filled capacity. If
you are equal or lower than ½ capacity, they take 6d8 thunder damage. If you are equal to or lower than capacity,
they take 8d8 thunder damage. If you are above capacity, they take 10d8. And if you are above maximum
capacity, they take12d8.

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.

Maximize/Minimize

5th-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
either a 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 deals 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).

6th
Dimensional Stomach

6th-level Conjuration (Ritual)

● Casting Time: 1 Minute


● Range: Touch
● Components: V, S, M (A small leather pouch)
● Duration: 8 hours

Your touch alters a creature's stomach, turning it into its own demiplane. Touch a willing creature. For the
duration, that creature's capacity is considered to be infinite.

Additionally, the creature is unburdened by the weight of their occupants, and their stomach appears as flat as
when it is empty.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the duration increases by 8
hours for every spell slot above 6th level.
7th
Bottomless Hunger

7th-level Transmutation

● Casting Time: 1 action


● Range: Touch
● Components: V, S
● Duration: concentration, 1 hour

Touch a willing creature. For the duration of the spell, that creature has an unlimited capacity, is considered to be
two sizes larger for the purposes of devour checks, and may devour creatures without grappling them first.

Power Word Consume:

7th-level Evocation

● Casting Time: 1 action


● Range: 120 feet
● Components: V, S
● Duration: Instant

You utter a word of power that teleports one creature within range to be teleported into your guts. If the creature
you choose has 100 hit points or fewer, it is instantly teleported into your stomach. Otherwise, the spell has no
effect.

8th
Power Word Orgasm:

8th-level Enchantment

● Casting Time: 1 action


● Range: Touch
● Components: V, S
● Duration: Instantaneous

You touch a creature and speak a word of power that overwhelms a creatures body and mind, causing them to
instantly experience a mind-breaking orgasm that paralyzes their body. If the target is below 100 hit points, the
target is paralyzed. Otherwise, the spell has no effect.
The paralyzed target must make a Constitution saving throw at the end of each of its turns. On a successful save,
this stunning effect ends.

9th
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 a 30 feet radius of the target
(excluding you) must make a wisdom saving Throw. On a fail, they are teleported into your stomach.

Perfect Form

9th level Enchantment

● Casting Time: 1 action


● Range: self
● Components: S, V
● Duration: 1 hour

You enhance your form to that of a demi-god, becoming a near perfect being. During this time, you are irresistible
in every way. Your words are honey, your body is that of a god (or goddess), your scent is heaven and your taste
is euphoria. Your body is enhanced and often gains some divine-like qualities, such as sprouting wings, a
heavenly glow (or demonic glow), horns/halo/tail, etc.

All creatures within 120 feet who can see you, touch you, smell you, taste you, or feel you must roll a wisdom
check when you first cast this spell, and at the end of any turn they fulfill one of those conditions. On a fail, they
are charmed by you, and remain charmed as long as this spell continues. They regard you as someone to be
worshipped and loved, and will fulfill any non-suicidal demands or requests you make of them. If you or your
allies damage the charmed creature, it may reroll the saving throw to break the charm. Otherwise, creatures
affected by this charm cannot break the charm under normal conditions, although some magical effects or other
abilities (such as a paladin's aura) may break it.
Power Word Consume:

7th-level Evocation

● Casting Time: 1 action


● Range: 120 feet
● Components: V, S
● Duration: Instant

Target one creature you can see within the range of this spell. If the creature is below 200 HP, the creature is
instantly teleported into your stomach. If they are above 100 HP, this spell has no effect.

Magical Items
Will expand later

Stat blocks:

Slimegirl
Medium slime, unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3 rd
Stomach AC: 11 + The level of the spell
Stomach HP: 20 + 10 for each spell level above 3 rd test
Capacity/Max capacity: 8/16
Speed 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 12 (+1)

Skills: Athletics: 5 + the level of the spell


Damage Immunities: Poison
Condition Immunities: Poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak

Abilities:

Amorphous: (All slimes) The slime can move through a space as narrow as 1 inch wide without squeezing. The
slime counts as three sizes larger for the purposes of determining its bulk while it has 1 or more hit points.

Entrancing scent (Honey only)


When any creature starts its turn within 5 feet of the slime, they must succeed on a wisdom saving throw against
your spell save DC or be charmed by the slime until the end of its next turn. A creature charmed in this way must
use their action to attempt to devour the slime.

Elemental nature (elemental only)


Upon creating a elemental slime, choose a element between fire, lightning, cold, and acid. The slime has
immunity to that type of damage, and deals that type of damage for digestion and their attacks. In addition, any
creature grappled by the slime takes 1d10 damage of the slime's elemental type at the end of the slimes turn.

Actions

Multi-attack.
The slime makes a number of attacks equal to half this spell's level (rounded down).

Slime Touch (chromatic and honey only)


Melee weapon attack: Your spell attack modifier to hit, reach 5ft, one creature.
Hit: 1d8+ 3 + the spell levels in bludgeoning damage. The creature must succeed on a dexterity saving throw or
become grappled until the end of their next turn as they get stuck in slime.

Elemental touch (elemental only)


Melee weapon attack: Your spell attack modifier to hit, reach 5ft, one creature.
Hit: 1d8 + 3 + the spell levels bludgeoning damage, and 1d6 damage of the slimes elemental type.

Reactions:
Sticky Slime (Chromatic only)
When an adjacent creature attacks or touches the slime, the slime may use its reaction to force the creature to
make a dex saving throw against your spell save DC. On a fail, the attacker becomes restrained until the end of
its next turn.

Elemental Form (Elemental only)


When an adjacent creature attacks or touches the slime, the slime may use its reaction to deal 1d10 damage of
its elemental type to its attacker.

Golem:
Medium construct, neutral

Armor Class 15 (natural armor)

Stomach AC: 15

Hit Points equal the golem’s Constitution modifier + your Intelligence modifier + five times your level in this class

Stomach HP: ½ hit points

Capacity: medium (4).

Speed 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +4, Dex +3, Con +4,

Skills Athletics: +6, Perception +4

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned, frightened

Senses darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak


Timeless Body: A golem does not age, and does not need to eat, drink, sleep, or breath. However it can, and
feels satisfaction from doing so.

In addition, a golem is not affected by anything but the most extreme temperatures and environments.

Built In Armor: A golem can never wear armor or gain benefits from a shield

Might of the Master.

The following numbers increase by 2 when the golemancer's proficiency bonus increases by 1: the golems skills

The following numbers increase by 1 when your proficiency bonus increases by 1: Your saving throw bonuses
(above) and the bonuses to hit and damage of its force empowered strike attack.

The stat block for the golem assumes you create it at 3 rd level with a proficiency modifier of +2. If you somehow
create it earlier, or create it for the first time once your proficiency modifier improves, adjust the stats accordingly

Digestion:

A golem does digestion damage equal to your artificer level + golem constitution modifier.

Actions:

Force-Empowered Strike:

Melee Weapon Attack: +4 to hit, On Hit: 1d8 + 2 force damage or lewd damage.

Rapid Digestive Repair (3/Day).

While the golem has at least 1 capacity worth of creatures inside of it, it may use its action to heal an amount
equal to the amount of digestion damage it deals that turn. Any damage done over 0 HP is not counted.

Dash, Disengage, Help, Hide, Search: See PHB for description of actions.

Reactions

Deflect Attack.

The golem imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided
the attack roll is against a creature other than the golem.

Lesser Golem
Small construct, neutral

Armor Class 13 (natural armor)

Stomach AC: 13

Hit Points equal the golem’s Constitution modifier + your Intelligence modifier + two times your level in this class

Stomach HP: ½ hit points

Capacity: small (2).

Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +3, Con +3,

Skills Athletics: +4, Perception +4

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned, frightened

Senses darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak

Timeless Body: A lesser golem does not age, and does not need to eat, drink, sleep, or breath. However it can,
and feels satisfaction from doing so.

In addition, a lesser golem is not affected by anything but the most extreme temperatures and environments.

Built In Armor: A lesser golem can never wear armor or gain benefits from a shield

Might of the Master.

The following numbers increase by 1 when your proficiency bonus increases by 1: the lesser golems skills

The following numbers increase by 1 when your proficiency bonus increases by 1: Your saving throw bonuses
(above) and the bonuses to hit and damage of its lesser force empowered strike attack.

The stat block for the lesser golem assumes you create it at 9 th level with a proficiency modifier of +4. If you
somehow create it earlier, or create it once your proficiency modifier improves, adjust the stats accordingly
Digestion:

A lesser golem does digestion damage equal to your ½ your artificer level (rounded down) + golem constitution
modifier.

Actions:

Lesser Force-Empowered Strike:

Melee Weapon Attack: +5 to hit, On Hit: 1d4 + 4 force damage or lewd damage.

Rapid Digestive Repair (3/Day).

While the golem has at least 1 capacity worth of creatures inside of it, it may use its action to heal an amount
equal to the amount of digestion damage it deals that turn. Any damage done over 0 HP is not counted.

Dash, Disengage, Help, Hide, Search: See PHB for description of actions.

Chaos Magic Chart:

When you roll on the chaos magic table, all spells should be done at your highest spell slot level. If you do not yet
have a spell slot of that level, then they should be done at their normal spell slot level.

1. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent
rolls.
2. A flock of 1d6 small imp girls is summoned adjacent to you, who all begin to channel chaotic magic.
Immediately Roll on the chart again ignoring this result, once per imp summoned, with each result applying
to the imps. The imps stick around for 1 minute and will generally be a nuisance towards you (if they
survive). Any creatures they have swallowed once they reappear 1 hour after they disappear.
3. For the next minute, you can see any invisible creature if you have line of sight to it.
4. For one minute, your size becomes tiny, you have disadvantage on all attack rolls and strength saving
throws and skill checks, and all damage dice become 1d4’s.
5. You cast Intoxicate on yourself as you become irresistibly delicious. This casting does not require
concentration.
6. For the next minute, you lust fiercely after the closest creature, and must take only lewd actions directed
towards your target
7. You cast Fireball centered on yourself
8. A powerful succubus appears within 30ft of you demanding a meal. She must be fed at least one creature.
If you or someone else does not feed her a creature within 1 minute, she will stop at nothing to consume
you. If she succeeds on either eating your, or eating a creature and is not grappled, eaten, or defeated,
she teleports on the next round back to her dimension. Likely, her prey is never seen again.
9. You cast Magic Missile
10. Your stomach is suddenly filled with your capacity’s worth of an assortment of rocks, objects, and other
inanimate items of your GM’s choice.
11. Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the
roll is even, you grow.
12. An evil doppelganger who is identical to you in every way save appearance appears for 1 minute and
attempts to devour you and take your place in the party. If successful, they will remain permanently, and
you have the option of continuing the game as the evil doppelganger.
13. You cast Confusion centered on yourself
14. You summon a flock of 3d6 fairies who want nothing more than to party. Unfortunately this party involves
fucking anything they can, eating everyone, and eating everything they can stuff down their incredibly
stretchy gullets. After 1 minute, they disappear, and those eaten re-appear 1d10 hours later in a random
location nearby, having spent weeks in another plane getting passed around a fairy village as a belly pet
and fuck toy.
15. For the next minute, you regain 5 hit points at the start of each of your turns.
16. For the next minute, you cannot speak, and instead can only communicate through movements and
strangely expressive gastrointestinal noises
17. You climax on the spot, and must make a DC 15 con save or be stunned for 1d4 rounds. You may repeat
this save at the end of your turns to attempt to recover.
18. You cast Grease centered on yourself.
19. Creatures within 60 feet (including yourself) immediately climaxes, and must make a DC 15 con save or be
stunned for 1d4 rounds. Creatures may repeat this save at the end of their turn to attempt to recover.
20. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that
involves a saving throw
21. You immediately teleport into the closest allied creature's body within 120 feet.
22. You immediately teleport into the closest enemy or non-allied creature's stomach within 120 feet.
23. You cast belly port
24. An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom
(Perception) checks that rely on sight.
25. A strange and amiable food vendor suddenly appears within 15 feet of you and remains for 1 hour, selling
a king's feast worth of food for 1 gold. If you fail to pay the 1 gold cost, or is attacked, he disappears
immediately.
26. For one minute, you are frightened as if the source of your terror is always within line of sight, as you feel
like something incredibly powerful and incredibly hungry entity is breathing down your neck. The DM
secretly Rolls a 1d100. On a roll of 1, at the end of the minute, the Great Devourer’s massive maw opens
up beneath you and gulps you and anyone adjacent to you down, never to be seen again. If the entire
party is eaten, you now continue the game inside the Devourers guts.
27. You suddenly sprout a tentacle from an orifice of your choice for one minute. You gain an additional 1d10
damage on any lewd strike attack, and feel a pressing desire to make people climax. If you don’t make at
least one other creature climax within 1 minute, you suffer 1 level of exhaustion.
28. For one hour, you suddenly sprout a tail with a salivating toothy maw. If you already had a tail, your tail is
transformed. This tail uses your athletics stat, but is not under your control and will attempt to devour any
creature within a 5ft reach to you at the end of your turn, including your allies, and does not need to
grapple first in order to devour. Any swallowed creatures are brought into your stomach. This effect can
stack with multiple rolls on the wild magic chart to have multiple tails.
29. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
30. You grow a small second head that blurts out your most shameful kinks and dirty fantasies to everyone
around you. If you have no shame, it instead blurts out embarrassing childhood memories. It makes sure
to save the juiciest material for important social situations. It vanishes after 1 hour.
31. You teleport up to 60 feet to an unoccupied space of your choice that you can see.
32. You cast Heave on yourself or a creature adjacent to you.
33. You are transported to the Astral Plane until the end of your next turn, after which time you return to the
space you previously occupied or the nearest unoccupied space if that space is occupied.
34. You fly into a voracious rage for one minute. You must attempt to move towards the nearest creature and
attempt to devour them and digest them every turn. During this time you do not need to grapple your target
first to attempt to devour them, and you gain advantage on all devour tests. In case of ties between
closest targets, you choose the target. This effect ends immediately if you reach your maximum capacity.
35. Maximize the damage of the next damaging spell you cast within the next minute.
36. You cast greater belch
37. You cast darkness centered on yourself
38. Your limbs instantly lock up and you must succeed on a DC 15 constitution saving throw or become
paralyzed for one minute. You may repeat this saving throw at the end of each of your turns to break free.
39. For one minute, your fingers suddenly become touched by the debauched gods and glow with divine light.
Every creature you touch with your fingertips must make a DC 15 constitution test or suddenly climax and
be stunned for 1d4 rounds, and may roll the saving throw again at the end of each of their turns. Whenever
you take an action or bonus action, or specify a movement that involves touching yourself in any way (no
matter how light), you must roll a DC 15 sleight of hand check to avoid accidentally touching yourself and
suffering the same effect.
40. For one minute, in a 60 ft radius centered on yourself, the ground suddenly turns into a inky black tarpit,
and lewd milky tentacles emerge and begin to attempt to lewdly grope everyone within. All creatures suffer
2d10 lewd damage every round they start their turn within, or move through it. The inky tarpit is considered
difficult terrain.
41. You regain 2d10 hit points.
42. You cast polymorph on yourself, and must succeed on a DC 15 wisdom saving throw. On a fail, you turn
yourself into a delicious small sized and shortstack preyish monstergirl for one hour, not requiring
concentration. All creatures have advantage on devour checks against you.
43. For one minute, Dryad women sprout from the earth and ground in a 60 ft radius around you and attempt
to lewd every creature with long vines and their bodies. When a creature moves through or starts their turn
in the area, they must make a DC 15 saving throw or be restrained and suffer 2d10 lewd damage, and at
the end of every turn they remain restrained. Creatures can attempt to break free of the restraint by
spending their action to attempt the saving throw again.
44. You create a phantasmal lewder. This phantasmal lewder is invisible and impossible to touch or destroy. It
will lewdly grope and touch you for the next 24 hours, causing you to become distracted or otherwise
become pleasured at the most inconvenient of times.
45. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
46. You become vulnerable to digestion damage for 1 minute
47. You become resistant to digestion damage for 1 minute
48. You cast Levitate on yourself.
49. You instantly become aroused and start lactating and/or dripping cum
50. You instantly summon 1d100 goodberries in your hands (that overflows onto the ground below) that
disappear after 1 hour. Each goodberry heals 1 HP upon consumption and fills a creature with 1 capacity
worth of nutrition.
51. Roll a 1d20. On a roll of 1-10, your sexual assets suddenly flatten and decrease in size. On a roll of 11-20,
Your sexual assets suddenly swell and increase in size.
52. All prey are instantly expelled from your body, and you gain one level of exhaustion. If you have no prey to
expel, you are poisoned for 1 minute.
53. A part of your body suddenly swells to ungainly hyper size for 24 hours. Roll a 1d20. 1-10 is ass, 11-20 is
tits or cock and balls (your choice if you have both). During this time you can only move at ½ speed, but
your enhanced curves allows you to deal lewd strikes at 1d12 damage + cha mod damage.
54. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to
Magic Missile.
55. A creature you digested within the last month suddenly returns to life as per the resurrection spell, and
they are likely fairly angry about being digested. If you have not fatally digested a creature within the last
month, a fairy immune to digestion appears instead, who is quite content to remain in your stomach for the
foreseeable future.
56. You are immune to being intoxicated by alcohol for the next 5d6 days.
57. You suddenly genderbend into your opposite gender. If you are not futa, you may also choose to
genderbend into a futa instead. If you are futa, you may genderbend into male or female.
58. For one minute, you feel an intoxicating urge to slide down a predators gullet. You are considered
charmed by all predators, may not move farther away from the closest predator, and suffer disadvantage
on all devour tests (both to resist and initiate)
59. Your belly suddenly swells with your capacity’s worth of delicious but heavy magical multicolored goop that
cannot be spit out. Your speed is reduced to ½ until you can digest it, at which point it restores you to full
HP and hit dice. Somehow removing the goop from your belly causes it to lose its magic.
60. For 1 minute, you and one random creature within 30 feet now share a dimensionally linked stomach that
everything they swallow from any orifice goes into, including creatures and things already in a different
orifice at time of this activation. Both creatures can digest the contents of the stomach, as well as
regurgitate them or apply other internal effects to.
61. You transform into a dildo or other small lewd intimate object for 1 hour. You cannot speak nor see or
hear, and are incapacited, but you can certainly feel everything that happens to you. Being dealt 1 point of
damage reverts you back to your original form.
62. You regain your lowest-level expended spell slot.
63. Your belly swells as an egg of 2 capacity size suddenly appears in your belly! The DM rolls a 1d20. On a
roll of 20, the egg contains a random adult creature who will hatch in a month's time. Otherwise, it is
unfertilized and delicious!
64. For the next minute, you must shout when you speak.
65. You are suddenly encased in an egg equal to your size! You are considered incapacitated, and attempt to
break free from the egg once a hour has passed and once every hour beyond that by passing a DC 20
athletics checks. Other creatures can break the egg by using an action adjacent to the egg to crack it open
with a DC 15 athletics check.
66. You cast Fog Cloud centered on yourself. This fog cloud does not require concentration.
67. A extremely pushy succubus appears wanting to have sex with you, and won’t take no for a answer. The
succubus remains until you, or someone, has sex with her, or is defeated through another means.
68. Three creatures within 30 feet of you take 4d10 lightning damage. If you cannot apply lighting to 3 different
creatures, you take 4d10 lightning damage as well.
69. For one hour, you suddenly become extremely attractive to everyone. All creatures within 120 feet that can
see you must pass a DC 15 wisdom saving throw or become charmed by you until they take damage, or
you or your allies take a hostile action against them.
70. You are frightened by the nearest creature until the end of your next turn.
71. You channel love magic towards two creatures. They are charmed towards each other, and want nothing
more than to have sex right then and there (although may show restraint if there is pressing lethal danger.)
72. Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a
creature when it attacks or casts a spell.
73. All creatures within 120 feet of you forget their known languages, and instead learn a random dead
language that is unintelligible to everyone else. This effect lasts for 1 hour.
74. You gain resistance to all damage for the next minute.
75. Time stops for you and anything inside you for 1 minute. During this time, you and anyone else brought
into the time stop can move and use things on your person, but you cannot cast any spells. You and
anyone else brought into the time stop also cannot do any actions that move or alter or generally interact
with anything else in the world, as everything and everyone is an invincible and immovable object.
76. A random creature within 60 feet of you becomes poisoned for 1d4 hours.
77. Roll a 1d20. On a roll of 1-5, a massive and dangerous thunderstorm suddenly forms over the next minute
in your region and lasts for 1d20 hours. On a roll of 6-10, the weather takes a turn for the worst and begins
to rain, snow, or become generally overcast. On a 11-15, the weather takes a turn for the better, and
clears up into a beautiful day. On a roll from 16-20, you may choose the weather, including weather that is
not natural for the region, with the weather lasting 1d20 hours.
78. You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5
feet of you is blinded until the end of its next turn.
79. For 1 minute, your tongue stretches to an obscene sticky length. You may cast frog's tongue during your
turns
80. You are surrounded by faint, ethereal music for the next minute.
81. 1d6 bunny girls appear within 15 feet who want nothing more than to be eaten. If no one takes them up on
their offer immediately, they will attempt to forcibly shove themselves inside the nearest predators.
82. For 1 minute, your mind is suddenly emptied of all restraints, and you must obey without question the next
verbal command directed at you, or to your group, and continue to obey that first verbal command above
all other actions for that time period. You cannot tell other characters about this.
83. You cast ooze form on yourself.
84. You can take one additional action immediately.
85. All creatures inside of you are put to sleep for 1 minute or until they take damage. If you have no creatures
inside you, you cast Sleep instead.
86. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of
the necrotic damage dealt.
87. You begin to think of how great of a person you are. You must spend your next action doing nothing but
bragging about yourself to whoever's nearby.
88. You cast Mirror Image.
89. You cast medicinal acid on yourself
90. You cast Fly on a random creature within 60 feet of you.
91. You cast intensify hunger on yourself
92. You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility
ends if you attack or cast a spell.
93. You may target a creature that you can see within 60 feet. It must make a DC 15 Constitution saving
throw. If you don’t, you become the target and must make the saving throw. If the saving throw fails by 5 or
more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to
stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn,
becoming petrified on a failure or ending the effect on a success. The petrification lasts for a week or until
the target is freed by the greater restoration spell or similar magic.
94. Your belly suddenly swells with 3d6 tiny indigestible fairies, who have decided to make your body their
new home and party hangout spot for the next few weeks, or until they get bored.
95. You open a portal to a group of 2d6 ravenous monstergirls in a random location 15 feet away from you.
Roll a 1d10 to pick between lamias (1), centaurs (2), driders (3), wolf pack (4), sharks (5), Scyllas (6),
minotaurs (7), ogre’s (8), Oni’s (9), A single very powerful and very large monstergirl of DM’s choice (10).
These monstergirls will attempt to consume everyone else nearby, and won't stop until they have had their
fill, there are no creatures within 500 feet of the portal, or are defeated/consumed themselves. At which
point, the surviving monstergirls will return into the portal and disappear with their catches.
96. Your size increases to huge for 1 minute. During this time you have advantage on all strength based
attacks, skill checks, and saving throws, and gain 10ft of reach.
97. You cast inhale as a 5th level spell
98. You cast dimensional stomach on yourself as a 6 th level spell
99. If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
100. You regain all expended spell slots.

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