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Cakewalk Races and Subclasses

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0% found this document useful (0 votes)
96 views22 pages

Cakewalk Races and Subclasses

Uploaded by

joeygoldwasser
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 1: Races

Yumm Island plays host to a preposterously diverse


collection of plants and animals, including two entire

Races
branches of human-like creatures—humanoids and
foodfolk. Humanoids include the standard array
of fantasy races, such as humans, elves, dwarves,
and halfling. By contrast, foodfolk are a collection
of culinary races resembling everything from
donuts to carrots to gummy bears. Not every dish
is represented among the foodfolk, but their sheer
variety already boggles the mind.
Players can choose to play as humanoids or
foodfolk with no repercussions on gameplay. For
the purposes of features and spells, all races are
counted as humanoids. Furthermore, players who
choose foodfolk can adopt almost any type of food
for their character, as long as they can vaguely fit
within one of the races below.

Foodfolk
The natural laws of Yumm—or perhaps some
ancient and persistent magic on the island—
seems to prefer food-based life. In addition to
the foodfolk, the island supports all manner of
food-monsters, such as animal crackers, living
puddings, and vegetable beasts. Foodfolk have
domesticated some of these monsters as pets
and learned to give others a wide berth.
Scholars have long debated the origin of
foodfolk, but it seems logical that these food-monsters
and the foodfolk share a common origin, if not a
common ancestor. Veggies have a legend of an In any case, it’s quite challenging to leave.
Original Recipe that created all life on the island, Teleportation sequences routinely fail to reach
whereas frostlings believe that the four Demonesses destinations outside of the island, and ships that
of Flavor are to blame. Humanoids who have visited depart for far-off lands are eventually pulled back by
the island often prefer evolutionary theories, but their confounding tides or unpredictable storms. Travel by
explanations for how exactly foodstuff can come to air meets high winds, and so on. A few archipelagos
walk and talk leaves much to be desired. and a great reef can be reached through such travel,
but escaping the island entirely is profoundly difficult.
However, after an adjustment period, most
Humanoids
humanoids give up on trying to escape. Even if escape
Shipwrecks and teleportation glitches have stranded attempts weren’t futile, there’s a lot to like about
hundreds of humanoids on the island over the Yumm: the climate on the island is comfortable and
years, and more arrive regularly. It would seem the food is delicious. The foodfolk are welcoming, and
that—wherever the island is located—it attracts lost humanoids are treated as coequals. There’s even a
individuals in droves. Perhaps the island dwells at a stable population of humanoids on the island. In fact,
happy meeting place of the tides, or perhaps another many humanoid children born on Yumm know little
facet of the island’s magic draws strangers to its about the world beyond or how bizarre their home
shores. truly is.

Chapter 1 | Races
3
Berrian jovial friends and staunch allies. Adventuring berrians
are intrepid to a fault and never shy away from a
battle, even clearly unwinnable ones. Additionally,
Squat, proud, and above all, furious—berrians of gaining a berrian’s trust also yields the limited trust
every clan and color leave an outsized impression on of their clan by extension. Any berrian will tolerate an
those they meet. Many foodfolk think that berrians outsider if one of their own will vouch for them.
have an inferiority complex regarding their height, but
it’s unwise to test that theory if your knees are within
Wild Berries
striking range!
Reports from the remotest parts of Yumm tell of
yet-uncontacted clans of berrians, so-called “wild
Feuding Clans
berries” or “elder berrians.” Little is known of these
Berrians self-identify with dozens of clans going jungle- and mountain-dwellers, except that they are
back centuries, each of which has their own crest, fiercely opposed to outsiders. Perhaps they belong
songs, stories of valor, and long-standing grudges. to ancient civilizations from before the Kingdoms of
For as long as berrians have organized into clans, Candia, or perhaps they are more akin to renegade
they have feuded among one another. The majority of clans who chose to found their own fiefdoms out of
berrian folklore retells the stories of these rivalries, spite. Regardless, travelers to distant locales should
recounting incidents in which one clan bested be wary if they ever hear murmuring from knee-high
another through trickery or battle. However, in bushes, as it may portend unwelcome locals.
modern times most berrian clan disputes amount to
little more than bickering and snide jokes, resulting in
Berrian Clan
an unsurprising number of pub brawls.
It would be disingenuous to portray berrians as When you make your berrian, pick one of the
being purely quarrelsome, for allied berrians make for following clans, or come up with one of your own.

d6 Clan
1 Black Berrians
2 Blue Berrians
3 Boysen Berrians
4 Cran Berrians
5 Rasp Berrians
6 Straw Berrians

4
Berrian Traits Crumbkin
Your short stature and notable temper grant you the Divided by sweetness and social standing, the
following traits. crumbkin are bread people split between the

Races
Ability Score Increase. Increase one ability practical, hard-working loafers and the aloof, artistic
score of your choice by 2 and increase a different pastryarchs.
score by 1, or increase three different scores by 1.
Recommended: Strength +2, Dexterity +1
Down with the Pastryarchy!
Creature Type. You are a Humanoid. You are
also considered foodfolk for any prerequisite or effect Decades of social pressures have created a
that requires you to be foodfolk. hierarchy among the diverse crumbkin: the wealthy
Size. You are Small. “Pastryarchy”, a collection of cakes, pies, cookies, and
Speed. Your walking speed is 30 feet. other sweets, and the “Loafers”, a coalition of regular
Aggressive Rush. When you roll initiative breads. While the pastryarchs live relatively carefree,
and are not surprised, you can move up to your speed with plenty of time for art and leisure, most crumbkin
toward an enemy of your choice that you can see or work for a meager flourly wage. This has bred no
hear. You must end this move closer to the enemy small amount of resentment. In turn, more and more
than you started. loafers each year convert to Crumbunism, a radically
Insult and Injury. You gain proficiency in the equal philosophy promising to break the Pastryarchy’s
Intimidation skill. Additionally, you have advantage on grip on the crumbkin and provide bread and circus
Charisma (Intimidation) checks you make to provoke for all.
someone into attacking you. At the heart of this schism are the Twin
Outsize Weapons. Despite your size, Kingdoms of Candia, a diarchy of pastryarch families
you can wield heavy weapons with which you are that rules over dozens of loafer villages. The pastoral
proficient without penalty. southern vegetable fields of Yumm Island fall almost
Wild Berry Wrath. When you roll damage entirely within the Twin Kingdoms’ borders, which
for a melee weapon attack, you can reroll the damage means that the island’s vital supply of leafy green
die and deal an extra 1d6 damage to the creature. foods—the greens of production—are controlled by
You must use the new roll of the damage die, even if a small handful of pastryarchs. As a result, an ever-
it is lower. You can use this trait a number of times widening gulf separates the loafers and pastryarch
equal to your proficiency bonus, and you regain all nobility in the kingdom, which could boil over into
expended uses when you finish a long rest. revolution at any time.

Long Traditions
Rich and poor alike, crumbkin subscribe to a calendar
of holidays and traditions that trace their roots back
centuries. Obscure celebrations like Yeaster Sunday
afford crumbkin time away from work to spend
with their families, but few other foodfolk can even
remember all of their holidays, much less keep track
of the calendar. Therefore, loafers are known to spin
a tale whenver they want to dodge an unpleasant
obligation: unfortunately, it’s Crumbkin New Year, or
Croissant Day, or even Crumblumbus Day, so they
can’t possibly attend.

Chapter 1 | Races
5
Hardworking. When you make an ability
check using any skill in which you have proficiency,
you can give yourself advantage on the check before
rolling the d20. You can give yourself advantage in
this way a number of times equal to your proficiency
bonus, and you regain all expended uses when you
finish a long rest.

Pastryarch Traits
Sweet pastries from cookies to pies, pastryarchs
occupy the upper crust of society.
As a pastryarch, you have the following racial traits:
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different
score by 1, or increase three different scores by 1.
Recommended: +1 Dexterity, +2 Charisma
Creature Type. You are a Humanoid. You are
also considered foodfolk for any prerequisite or effect
that requires you to be foodfolk.
Size. You are Medium.
Appetite. When you drink a potion or use
a magic item that restores your hit points or grants
you temporary hit points, you regain the maximum
number of hit points or gain the maximum number of
temporary hit points.
First Impressions. You have advantage on the
first Charisma (Persuasion) check you make with a
creature you have met in the last minute.
Loafer Traits Sickeningly Sweet. Once on each of your
turns, when you deal damage to a creature with a
As a loafer crumbkin, you have the following racial spell and you have all of your hit points, you can deal
traits: extra poison damage to the creature equal to your
Ability Score Increase. Increase one ability proficiency bonus.
score of your choice by 2 and increase a different Candied Magic. You know the candyblast
score by 1, or increase three different scores by 1. cantrip. Starting at 3rd level, you can cast the
Recommended: +2 Strength, +1 Constitution butter fingers spell with this trait, without requiring
Creature Type. You are a Humanoid. You are a material component. Starting at 5th level, you
also considered foodfolk for any prerequisite or effect can cast the sugarcoat spell with this trait, without
that requires you to be foodfolk. requiring a material component. Once you cast butter
Size. You are Medium. fingers or sugarcoat with this trait, you can’t cast that
Speed. Your walking speed is 30 feet. spell with it again until you finish a long rest. You can
Appetite. When you drink a potion or use also cast either of those spells using any spell slots
a magic item that restores your hit points or grants you have of the appropriate level.
you temporary hit points, you regain the maximum Intelligence, Wisdom, or Charisma is your
number of hit points or gain the maximum number of spellcasting ability for these spells when you cast
temporary hit points. them with this trait (choose one when you select this
Brittle Crust. When you have all your hit race).
points, you gain a +2 bonus to your Armor Class.
Early to Rise. You can finish a long rest with four
hours of sleep.

6
Frostling
The ice cream people known as frostlings inherited
the chill of magic from the Demiplane of Ice Cream.

Races
Elemental Emigrants
Unlike the other foodfolk, whose presence on
Yumm Island dates back to before recorded history,
frostlings have only called the island their home for
around two hundred years. Before this time, they
were the only foodfolk natives of a faraway plane of
existence called the Demiplane of Ice Cream, a place
of bitter cold and infinite lactose. Somehow, a great
snowstorm that coated the slopes of the Bleu Ridge
Mountains with Neapolitan ice cream magically
transported a few hundred frostlings to Yumm, where
they have been staple spellcasters ever since.
Frostlings were a natural fit to the culture of
Yumm Island and quickly ingratiated themselves
in every level of society. Today they can be found
going on adventures, researching magic, and even
protecting the Twin Kings of Candia. However,
frostlings are sometimes considered aloof or forgetful
by other foodfolk. Their magical gifts often set them
apart from other foodfolk (except for pastryarchs)
Frostling Flavor
who must learn magic the old-fashioned way—
through book-learning or eldritch pacts. When you make your frostling, pick one of the
following flavors and its associated personality trait,
or come up with one of your own.
Assorted Flavors
Frostlings come in many different shapes and sizes, d8 Flavor Personality Trait
which are linked to their long familial lines. Some 1 Vanilla I find joy in the little things.
bear rigid waffle cones to protect them from harm,
2 Chocolate When I like something, I can
whereas others have two cookies on either side, or a
obsess over it.
dramatic whip of ice cream hair.
Furthermore, frostlings each have different 3 Strawberry “Outgoing” is my word-of-the-
flavors, often reflecting their personalities. Vanilla day, every day.
frostlings tend to be minimalist, chocolate frostlings 4 Mint Chocolate I’m the coolest person I know.
romantic, strawberry frostlings extraverts, and so on.
5 Cookie Dough Sometimes I get into a little bit
Moreover, there are rare frostling flavors destined to
too much trouble.
be truly remarkable people. For example, all frostlings
know the story of Sir Lilian, the lavender-flavored 6 Cookes and I compulsively quip and make
frostling knight, and of Gritham the Red, a habanero- Cream puns.
flavored frostling mage, both of which slew mighty 7 Pistachio I love figuring out the solutions to
foes and engraved their names in history. problems.
8 Neapolitan Protecting others is more import-
ant than anything.

Chapter 1 | Races
7
Frostling Magic. You know the ray of frost
cantrip. Starting at 3rd level, you can cast the
Frostling Traits
popsicle spear spell with this trait, without requiring
Sweet but cold, you have the following racial traits: a material component. Starting at 5th level, you can
Ability Score Increase. Increase one ability cast the brain freeze spell with this trait, without
score of your choice by 2 and increase a different requiring a material component. Once you cast
score by 1, or increase three different scores by 1. popsicle spear or brain freeze with this trait, you can’t
Recommended: Strength +2, Intelligence +1 cast that spell with it again until you finish a long rest.
Creature Type. You are a Humanoid. You are You can also cast either of those spells using any spell
also considered foodfolk for any prerequisite or effect slots you have of the appropriate level.
that requires you to be foodfolk. Intelligence, Wisdom, or Charisma is your
Size. You are Medium. spellcasting ability for these spells when you cast
Speed. Your walking speed is 30 feet. them with this trait (choose one when you select this
Darkvision. You can see in dim light within race).
60 feet of you as if it were bright light, and in Frostling Family. Frostlings from different
darkness as if it were dim light. You can’t discern families manifest their cold magic in different ways,
color in darkness, only shades of gray. and often bear obvious physical traits. Choose one of
Cold Resistance. You have resistance to cold the following family options for your frostling:
damage.
Cold Shoulder. You have advantage on Gelato’s Knack. You have proficiency in one skill
saving throws you make to avoid or end the charmed and one tool of your choice.
condition on yourself. Natural Armor. You have a waffle cone that acts
as natural armor. When you aren’t wearing armor,
your base AC is 13 + your Dexterity modifier. You
can use your waffle cone armor to determine your
AC if the armor you wear would leave you with
a lower AC. A shield’s benefits apply as normal
while you use your waffle cone armor.
Sandwitch’s Charm. Whenever an ally you can see
within 30 feet fails a saving throw against a spell,
you can use your reaction to roll a d4 and add it to
the roll, potentially changing the outcome.

8
Races
Gummy
The short, bear-like gummies make for proud,
boastful knights, especially if squeezed into a large
enough suit of armor.

Squishy Bears
Gummies are remarkably pliant, even for foodfolk.
Though their round, bear-like bodies can hardly be
Gummy Traits
described as nimble, they can squeeze through most
passages with sufficient motivation (or sufficient Squishy and brave, you have the following racial traits:
force). In fact, if a gummy crawls into the armor of a Ability Score Increase. Increase one ability
knight, they deform rather nicely to fill out the gloves score of your choice by 2 and increase a different
and greaves. They need only suck in their gut and score by 1, or increase three different scores by 1.
crawl in through the neck hole. Whenever possible, Recommended: Strength +2, Charisma +1
most gummies love to walk around in armor entirely Creature Type. You are a Humanoid. You are
too large for them, towering over their friends and also considered foodfolk for any prerequisite or effect
flexing squishy muscles. that requires you to be foodfolk.
Size. You are Medium or Small. You can use
your action to puff yourself up to Medium size or
Overcompensating
deflate back down to Small size.
Their short stature and rubbery bodies are deeply Speed. Your walking speed is 30 feet.
ingrained in the gummy psyche, leading to the sort Creature Type. You are a Humanoid. You are
of brash, loud overcompensation which is signature also considered foodfolk for any prerequisite or effect
among gummy knights. In an effort to impress, an that requires you to be foodfolk.
armored gummy will charge into battle, face down Bravado. While you have an ally within 10
dragons, or arm wrestle a foodbeast, especially if feet of you, you have advantage on saving throws to
doing so humiliates someone taller than themselves. avoid or end the charmed or frightened condition on
Such gummies also make for inspiring leaders, yourself.
delivering overwrought speeches and leading their Catchphrase. As a bonus action, you shout
allies on the frontlines. your signature catphrase. You and each friendly
However, their bravado is notoriously fragile: creature within 10 feet of you gain temporary hit
take a gummy out of their armor, and they’ll be points equal to your proficiency bonus. You can use
far less quick with boasts and insults alike. An old this trait a number of times equal to your proficiency
parable on Yumm Island tells of a brave gummy bonus, and you regain all expended uses when you
knight that battled a black pudding, only for his armor finish a long rest.
to dissolve—and with it, his confidence. The moral of Squeeze. While you are not wearing armor,
the story: don’t confuse valor with confidence, or vice- you suffer no penalty for squeezing into a space that
versa. is only large enough for a creature that is one size
smaller than you.

Chapter 1 | Races
9
However, kokonauts must take more
time to communicate their ideas to those
who haven’t learned their rhythmic syntax.
A few minutes of elaborate gestures can fill
in the gaps, even for the densest listener. Most
residents of Yumm understand kokonauts fluently,
and some can even impersonate their rhythms with a
bongo or similar props.

Kokonaut Traits

Kokonaut Your armored shell and performative communication


grant you a variety of traits.
Ability Score Increase. Increase one ability
The island of Yumm is surrounded by dozens of score of your choice by 2 and increase a different
smaller, uncharted islands inhabited by the diminutive score by 1, or increase three different scores by 1.
kokonauts. Identifiable by their hard shells with Recommended: Charisma +2, Constitution +1
three characteristic holes, these foodfolk make for Creature Type. You are a Humanoid. You are
fearsome warriors and captivating bards. also considered foodfolk for any prerequisite or effect
that requires you to be foodfolk.
Natural Islanders Size. You are Small.
Speed. Your walking speed is 30 feet.
Kokonauts owe their intrepid migration to islands Natural Armor. Your shell provides you a
across the ocean to a single solitary fact: unlike other base AC of 17 (your Dexterity modifier doesn’t affect
foodfolk, kokonauts generally float. In fact, a well- this number). You can’t wear light, medium, or heavy
fed and hydrated kokonaut can bob on the waves armor, but if you are using a shield, you can apply the
for weeks on end, eventually washing up on never- shield’s bonus as normal.
before-seen shores. More than one kokonaut has Natural Performer. You have proficiency
(intentionally or not) washed out to sea, only to return in the Performance skill. Additionally, you can use
years later with fanciful stories of far-flung lands. a Charisma (Performance) check in place of any
Generally, kokonauts on different islands are Charisma (Persuasion) check.
completely disconnected from one another, and Nonverbal. As a kokonaut, you can’t speak,
practice different traditions and shell-songs. Those but you can communicate ideas by drumming on
who live on the beaches of Yumm are familiar with a your shell and performing elaborate gestures. This
few nearby islands, but know nothing of the ocean- allows you to perform the verbal components of spells
wide scope of their kokonaut kin. normally. Additionally, you can use your shell as a
musical instrument with which you are proficient.
Speechless and Performative Rollback. When you take damage from a
melee weapon attack, you can use your reaction to
Due to their round, inflexible shells, kokonauts lack move 5 feet away from the attacker without provoking
the ability to speak, but still have language of a sort. opportunity attacks.
Kokonauts communicate with a musical rhythm of Slam. By drawing your limbs into your shell
drumming on their shells and performing charades. and leaping at a foe, you can use your shell to make
Especially for kokonauts living on the same island, unarmed strikes. When you hit with it, the strike deals
communication in this way is efficient and expressive, 1d6 + your Strength modifier bludgeoning damage,
with conversations sounding more like drum concerts instead of the bludgeoning damage normal for an
than speech. unarmed strike.

10
Races
Portofellos
Reclusive and wise protectors of the Fungal Forest,
portofellos are a rarity on the island of Yumm. Other

Work in progress
foodfolk travel the island freely, settling in cities
and villages from the coast to the mountains, but
portofellos rarely stray from their fungal groves,
and most return there when they choose to settle
down. As such, many foodfolk eye the wide-hatted
Mushwyrm Riders
portofellos with curiously, if not outright suspicion.
Portofellos aren’t the only denizens of the fungal
forests. For centuries, portofellos have tamed
Sacred Fungal Groves
beasts known as mushwyrms—horse-sized
From their ancient traditions to their stoic demeanor, mushroom creatures similar in shape to enormous
portofellos must be understood in context to their salamanders—which they use to cross their forests
unique life cycle. When a portofello grows old swiftly and climb into the uppermost caps of the
enough, they can choose to take root in a mushroom canopy. Taming and naming their first mushwyrm
forest instead of dying normally. This choice extends is a rite of adulthood among portofellos, and many
their life by several decades, but sees them growing portofellos form lifelong bonds with their mushwyrm
larger and less responsive until they become yet mounts.
another of the forest’s colossal and age-old mushroom However, portofellos who leave the fungal
trees. forests must leave their mushwyrms behind.
These trees are sacred to portofellos, as Mushwyrms which leave the ever-shaded canopy of
they are literally their ancestors. As a result, most the mushroom forests for more than a few weeks
portofellos live according to a strict code of honor become quite ill, so wandering portofellos almost
and etiquette while within the forest, lest they offend exclusively walk across the island, no matter how
a watching relative. By extension, roads can’t be built impractical the journey.
through the mushroom forests, nor can any building
that harms the great mushroom trees be constructed
within the forests. Portofellos live in concert with
their environment according to their traditions and
fight relentlessly to protect their lands from outside
interference.

Chapter 1 | Races
11
Portofello Traits
Variant: Quick Backgrounds
Your character’s past before they became an Your fungal heritage and upbringing manifest in a
adventurer is one of the three critical decisions variety of traits.
you make when designing your character (and Ability Score Increase. Increase one ability
the other two are selecting your race and class). score of your choice by 2 and increase a different
However, backgrounds are more malleable than score by 1, or increase three different scores by 1.
other character decisions and can be developed Recommended: +2 Wisdom, +1 Dexterity
in retrospect throughout the course of play. If you Creature Type. You are a Humanoid. You are
want a quick baseline background on which to also considered foodfolk for any prerequisite or effect
build your next character without a lot of baggage, that requires you to be foodfolk.
pick one of the following quick backgrounds and Size. You are Medium.
gain the associated proficiencies: Speed. Your walking speed is 30 feet.
Darkvision. Accustomed to the gloomy shade
Apple Corps Soldier. Athletics, Perception one
of the mushroom forests, you have superior vision
type of gaming set
in dark and dim conditions. You can see in dim light
Artist. Insight, Performance, painter’s supplies within 60 feet of you as if it were bright light, and
Bandit. Intimidation, Stealth, one type of gaming in darkness as if it were dim light. You can’t discern
set color in darkness, only shades of gray.
Candia Guard. Athletics, Investigation, one type Fungal Resilience. You have advantage on
of gaming set saving throws you make to avoid or end the poisoned
condition on yourself.
Chef. Medicine, Persuasion, cook’s utensils
Natural Empathy. You gain proficiency in
Detective. Insight, Investigation, one type of one of the following skills of your choice: Animal
gaming set Handling, Medicine, Nature, or Survival.
Entertainer. Acrobatics, Performance, one type Quick-Draw Technique. Portofellos are
of musical instrument feared for their lightning-quick swordplay. When a
Explorer. History, Survival, cartographer’s tools hostile creature moves within 5 feet of you and you
are holding nothing in your hands, you can use your
Farmer. Insight, Nature, one set of artisan’s tools
reaction to draw a melee weapon and make a melee
Mage’s Apprentice. Arcana, History, weapon attack against the creature. You can’t use
alchemist’s supplies this trait if you are surprised or the attack would have
Merchant. Investigation, Persuasion, one type of disadvantage. You can use this trait a number of times
gaming set equal to your proficiency bonus, and you regain all
Miner. Athletics, History, mason’s tools expended uses when you finish a long rest.
Rancher. Animal Handling, Insight, Rooted. You can root your feet into the soil
leatherworker’s tools or unroot yourself as a bonus action. While rooted,
you can’t move, and can’t be knocked prone or moved
Sailor. Athletics, Perception, navigator’s tools against your will. Additionally, you can absorb water
Scholar. History, Persuasion, alchemist’s supplies and nutrients from the soil, absorbing enough food
Thief. Deception, Stealth, thieves’ tools and water for one day after being rooted for an
Tinker. Investigation, Sleight of Hand, tinker’s hour, or after being rooted for 10 minutes if you root
tools yourself into an environment especially hospitable to
fungi, such as the trunk of a fallen tree.

12
Puft
Puft are stout and squishy foodfolk who often sport
cotton candy beards and a quiet disposition.

Races
Muscles of Fluff
Puft are born improbably brawny, with inflatable
muscles and a portly predisposition. However, most
puft are simply more resilient than strong, their
biceps being mostly empty air. Such a fluffy material
has its advantages, though. Puft bounce, rather than
crash, and usually pop back into shape after a blow.
And with momentum on their side, a puft makes for a
fluffy wrecking ball, bouncing and slamming with all
of their (admittedly exaggerated) mass.

Passive and Tolerant


At a glance, the stout, muscular puft might seem to
be superb warriors, or even berserkers. However, it
is rare to see any puft lose their temper or so much
as raise their voice, even when they’re antagonized.
Most puft demonstrate a characteristic passivity, a
bulletproof composure which problems bounce off of.
When bullies must be dealt with, puft will stand up
for themselves and others, but small gibes and bumps
on the road never manage to fluster them.
Moreover, while puft might not talk as much as
other foodfolk, they’re all the better at listening. Puft
possess a quiet insight that can illuminate baffling
problems and shed insight on the motivations of
others.

Puft Traits
Hardy yet serene, you have the following racial traits.
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different Bouncy. You take half damage from falling.
score by 1, or increase three different scores by 1. Whenever you land after falling 10 or more feet, you
Recommended: +2 Constitution, +1 Wisdom can choose to bounce back onto your feet, and land
Creature Type. You are a Humanoid. You are standing instead of prone. Additionally, any creature
also considered foodfolk for any prerequisite or effect that lands on you takes half damage from falling.
that requires you to be foodfolk. Placid. You have advantage on saving throws
Size. You are Medium. you make to avoid or end the frightened condition on
Speed. Your walking speed is 30 feet. yourself.
Body Slam. If you move at least 10 feet Reform. Whenever you take bludgeoning,
straight toward a Large or smaller target and then hit piercing, or slashing damage from a nonmagical
it with a melee weapon attack on the same turn, you weapon and don’t drop to 0 hit points, you can use
can use a bonus action to push the target 5 feet away your reaction to immediately regain 1d4 hit points, up
from you immediately after the attack. to a maximum of the amount of damage taken.

Chapter 1 | Races
13
Pumpkid Pumpkid Traits
The permanently adolescent pumpkids embrace Impish and irksome, you have the following racial
mischief and mayhem as a way of life. traits.
Ability Score Increase. Increase one ability
score of your choice by 2 and increase a different
Tricks! Treats!
score by 1, or increase three different scores by 1.
Pumpkids are nothing if not mischievous, spending Recommended: +2 Dexterity, +1 Charisma
every idle second concocting small pranks to pull Creature Type. You are a Humanoid. You are
on those around them. Given time and preparation, also considered foodfolk for any prerequisite or effect
they might enlist others in their schemes to pull that requires you to be foodfolk.
off a massive, overly complex prank, if they think Size. You are Small.
someone in particular needs to be taken down a peg. Speed. Your walking speed is 30 feet.
Adventuring pumpkids usually reserve their more Darkvision. You can see in dim light within
harmful shenanigans for deserving enemies, but 60 feet of you as if it were bright light, and in
groups of pumpkids left to their own devices are often darkness as if it were dim light. You can’t discern
crueler and completely undiscerning about who they’ll color in darkness, only shades of gray.
make slip on a banana peel and fall out a window.. False Appearance. When you take the
Hide action, you can magically conceal your
body in your pumpkin head for up to 10 minutes.
Too Cool for Skool
While you remain prone and motionless, you are
Almost all pumpkids harbor very specific and indistinguishable from an ordinary jack-o’-lantern.
ever-changing ideas of what is cool and what isn’t. Once you use this trait, you can’t use it again until you
Perhaps, sunglasses will be cool one day, and wearing finish a long rest.
sneakers will be demonstrably uncool the next. These Mischievous. You gain proficiency in one
vague notions guide the nuisances of their every of the following skills of your choice: Acrobatics,
decision, from what to wear and what to eat, to who Deception, Sleight of Hand, or Stealth.
to trust in making a plan and who to side with in a Taunt. You can use your bonus action to mock
fight. Usually, their deeper convictions about who a creature within 15 feet of you. If the target can
they respect and what they think is right will invisibly hear you (though it need not understand you), it has
push their ideas of “cool” toward a more consistent disadvantage on the next attack roll it makes against
outlook, but peer pressure from other pumpkids can a creature other than you before the end of its next
reverse this, if only for a time. turn. You can use this trait a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Skedaddle. You can move 10 feet whenever
you take the Disengage action on your turn.

14
Veggies
As their name suggests, veggies resemble everything
from carrots to kale. They are an endlessly colorful

Races
group of foodfolk with wildly different aptitudes and
outlooks.

Diverse Dabblers
All foodfolk know at least one stereotype about
veggies: tomatoes are brusque, carrots are bookish,
and beets are vulgar. Some of these are partly true—
tomatoes are indeed tactless critics—but many more
are founded in half-truths or misunderstandings.
More so than any other type of foodfolk, veggies are
gifted with a broad range of talents to match their
diversity in colors and shapes. Many veggies refuse to
specialize, even within their chosen profession, and
dabble endlessly with various hobbies.

Heroic Legends
Though the island of Yumm does not play host to any
gods, it has more than its fair share of prophecies
and legends, most of which are remembered by the
veggies. The foodfolk prophet Cellulus penned the
definitive collection of veggie mythology, including
both legends of the past—like the mighty hero
Sporkules—and predictions of the future—such as
how the slumbering fondoom shall consume the Dabbler. Whenever you finish a long rest,
Island of Yumm. Many veggies who live by these you gain one of the following: proficiency in one skill
examples go into adventuring, whereas others use of your choice, proficiency with thieves’ tools, one
them as measuring sticks for their lives. All veggies cantrip of your choice from the wizard spell list, or
believe in heroes to some extent, and many hope to proficiency with one weapon of your choice. If you
be one in some small way. choose a cantrip, Intelligence, Wisdom, or Charisma
is your spellcasting ability for it. This proficiency or
cantrip lasts until the end of your next long rest.
Veggie Traits
Hale and Hearty. You have advantage on
Vibrant and diverse, you have the following traits: Constitution saving throws, except those you make
Ability Score Increase. Increase one ability against spells and to maintain concentration on
score of your choice by 2 and increase a different spells.
score by 1, or increase three different scores by 1. Veggie Valor. When you make an attack roll,
Recommended: Dexterity +1, Constitution +1, ability check, or saving throw, you can roll 1d4 and
Wisdom +1 add it to the roll. You can choose to use this trait after
Creature Type. You are a Humanoid. You are you roll the d20, but before the GM says whether the
also considered foodfolk for any prerequisite or effect roll succeeds or fails. You can use this trait a number
that requires you to be foodfolk. of times equal to your proficiency bonus, and you
Size. You are Medium. regain all expended uses when you finish a long rest.
Speed. Your walking speed is 30 feet.

Chapter 1 | Races
15
Chapter 3: Subclasses

Subclasses
By third level, every class offers a character-defining
choice called a subclass, which unlocks a series of
special features not available to the class as a whole.
Subclasses change how the class plays and further
differentiate each class into a spectrum of discrete
archetypes. For example, all rogues are skillful
and stealthy, but Thieves and Bubblegum Bandits
embrace wildly different skills and lean into their own
unique skill sets.
The Island of Yumm plays host to adventurers
of every class and subclass (even those presented
outside this book!), and even boasts a few unique
subclasses empowered by the island’s food-themed
magic. Clerics in Yumm equally pledge themselves to
the Life Domain and the Mushroom Domain.
This chapter offers twelve subclass
options—one for each of the core classes
in 5e—ranging from sinister Mold Magic
sorcerers to musclebound Oath of Protein
paladins. Many of these subclasses are
suitable for other campaign settings; others
may not. Your GM has the final word on
whether a subclass is in your campaign.

Subclasses
Subclass Level Class Description
Path of Spinach 3rd Barbarian Following the example of a strongman sailor, eats leafy greens for a source of might
Culinary College 3rd Bard Trained in international cuisine, entreats friends with inspiring snacks
Mushroom Domain 1st Cleric A divine defender of the Mushroom Forest that uses swordplay and spores
Circle of Harvest 2nd Druid Grows bushels of magical, restorative crops, such as jelly beans and candy apples
Foodfighter 3rd Fighter An improvised warrior that wields fistfulls of food to foil their foes
Way of the Garden 3rd Monk Focuses their ki through the meditative act of gardening, unlocking the power of
druidic magic
Oath of Protein 3rd Paladin Swears an oath to the gym to get swole, no matter how much raw chicken they
have to eat
Freeranger 3rd Ranger An expert Yumm Island hunter, exploits elemental weaknesses in every foe
Bubblegum Bandit 3rd Rogue Armed with a slingshot and gumball bullets, gums up enemies and makes the
battlefield sticky
Mold Magic 1st Sorcerer Using the power of sinister black mold, animates unbread to do their bidding
The Flavor 1st Warlock Forges a pact with one of the four Demonesses of Flavor to gain a suite of
flavormental powers
School of 2nd Wizard A master of food magic that conjures feasts with a flick of a wand
Gastromancy

Chapter 3 | Subclasses
37
Cleric Clerics on Yumm Island
The foodfolk of Yumm Island honor no pantheons
Mushroom Domain and practice no evangelism, but clerics number
among their people regardless. Some Yumm-native
Perhaps the most sacred tradition on Yumm clerics have apprenticed under outsiders, and
Island is the protection of the Mushroom Forest. A borrow the worship of far-off elven or human gods
portofello that grows old enough can root itself into to fuel their divine magic, but many more eschew
the forest, growing larger and more treelike with the need for a god entirely. As long as a cleric
passing decades. However, until the tree itself falls, dedicates themselves to an ideal, such as Life (or
the portofollo lives on. In this way, the forest is a indeed, Mushrooms), they can access divine magic
mausoleum and an honored ancestral home for the and practice clerical work on the Island of Yumm.
portofellos, a place of great spiritual significance.
Defenders of the forest become clerics of the
Mushroom Domain. Using a lightning-quick style of
swordplay derived from portofello tradition, these
clerics form a wandering force that strikes down Mushroom Domain Spells
intruders to the forest and deters outsiders from
Cleric Level Spells
entry. Mushroom clerics are feared combatants,
bringing divine magic and deadly blades to bear 1st entangle, heroism
against their foes. 3rd darkvision, warding bond
5th speak with plants, spirit guardians
7th banishment, hallucinatory terrain
9th awaken, hallow

Mushroom Sigils
Starting when you choose this domain at 1st level, the
ancestor trees of the great Mushroom Forest ward
you against harm. Your Armor Class equals 10 + your
Dexterity modifier + your Wisdom modifier.

Bonus Proficiency
Also at 1st level, you learn the portofellos’ traditional
swordplay. You gain proficiency with martial weapons.

Channel Divinity: Spore Shroud


At 2nd level, you can use your Channel Divinity as an
action to eject a 10-foot radius cloud of mushroom
spores, poisoning and hobbling your foes. This cloud
moves with you and lasts for 1 minute or until a wind
of moderate or greater speed (at least 10 miles per
hour) disperses it. This area is lightly
obscured. When you create this cloud,
you can designate any number of
creatures to be unaffected by it.
When an affected creature enters the

38
cloud for the first time on its turn or begins its turn
there, it must make a Constitution saving throw or
be poisoned. While poisoned, a creature’s movement
Druid

Subclasses
speed is halved. A poisoned creature can repeat this
Circle of Harvest
saving throw at the end of each of its turn, ending the
effect on itself on a success. Druids of the Circle of Harvest don autumnal colors
and draw their power from newly risen crops. On the
Roots of the Ronin Island of Yumm, the harvest season not only brings
Beginning at 6th level, you have learned the “rooted corn, rice, and pumpkins, but also magical crops like
swordsman stance,” used by elite defenders of the candy apples and jelly beans that druids can sprout
Mushroom Forest. You can root your feet into the soil at their fingertips. Such druids protect and vitalize
or unroot yourself as a bonus action. While rooted, farmland so that everyone on Yumm Island can be
you can’t move, and can’t be knocked prone or be happy and free of hunger, in direct opposition to Mold
moved against your will. Additionally, you can attack Magic sorcerers and rampaging foodbeasts that could
twice, instead of once, whenever you take the Attack spoil the harvest.
action on your turn. Both attacks must use a finesse
weapon. Candy Crops
By 2nd level, you gain the power to sprout fully
Divine Strike ripened candy crops in mere moments. You can use
At 8th level, you gain the ability to infuse your weapon your action and expend a use of your Wild Shape
strikes with poisonous mushroom spores. Once on feature to grow a number of consumable magic items,
each of your turns when you hit a creature with a which sprout in your space. Pick 1 of the magic on
weapon attack, you can cause the attack to deal an the table below; the table shows how many of each
extra 1d8 poison damage to the target. When you item you produce when you use this feature. These
reach 14th level, the extra damage increases to 2d8. magic items last until you finish a long rest.

Ancestor Tree
Beginning at 17th level, you can channel the wisdom
and might of the great ancestor mushroom trees.
When you root to the soil, you gain the following
benefits:

› Your size becomes Large, as per the Enlarge effect


of the spell enlarge/reduce. This size change lasts
until you are unrooted.
› You gain 20 temporary hit points, which last until
you are unrooted.
› The reach of your melee weapon attacks increases
by 5 feet.

Portofello Mushroom Clerics


While foodfolk and humanoids of any race can
pledge to protect the great mushroom forests,
portofellos make up the majority of the loose-knit
mushroom clergy. These portofellos see protecting
the mushroom forest as a mandate from their
ancestors and as a way to safeguard their own
futures as ancestor trees.

Chapter 3 | Subclasses
39
You can pick one of these crops and eat it using you cast the spell using a spell slot, an invisible
the same action. eldritch force stalks the corn maze, menacing
Once you use this feature, you can’t use it again whatever is trapped there. You can use an action
until you finish a long rest. to deal 4d6 psychic damage to a creature that has
been trapped in the maze for 1 minute or less. If the
Magic Item Number Produced creature drops to 0 hit points, the spell ends and the
Candy Apple 1d4 + 1 creature reappears in the space it left.
Candy Corn on the Cob 2
Jelly Beans

Autumnal Fields
1d12 + 3
Paladin
At 6th level, you learn the plant growth spell, which
Oath of Protein
doesn’t count against the number of spells you have
prepared. When you cast plant growth, you can Paladins that swear an oath to creatine and daily
choose one of the following three benefits: workouts stand out in the crowd. In a word, they’re
built. Swole. Buff. Huge. Such physical fitness comes
› You can cast the spell using 1 action as if you had from years of dedication in the gym and a strict diet of
cast the spell over 8 hours. protein shakes, chicken breasts, and eggs. By the time
› You and creatures you choose can move through the a muscle-bound fitness enthusiast is ready to show off
overgrown plants without using extra movement. their pectorals on the beach, they’re a fully-inducted
› You can cause explosive pumpkins to grow paladin to the Oath of Protein.
concealed within the overgrown plants. Pick a
number of unoccupied spaces up to twice your Tenets of Protein
proficiency bonus within the affected radius to Though paladins of Protein are unified by their strict
contain a Small pumpkin. The pumpkins are regimen of workouts and diets, the specifics of these
well-hidden and require a successful Wisdom philosophies can differ wildly. Some paladins pledge
(Perception) check against your spell save DC to eat only plant-based protein, whereas others are
to be found. Creatures you choose automatically less picky but make broad proclamations about which
succeed this check. exercises are healthy and which are not. Generally,
When a creature moves into a space occupied however, most who swear the Oath of Protein abide
by a pumpkin, the pumpkin explodes. The creature by the following principles:
must make a Dexterity saving throw against your Gradual and Progressive. Nothing lasting
druid spell save DC. On a failed save, the creature was accomplished overnight. Build up your workout
takes 1d6 fire damage per level of the spell slot incrementally each day until you reach your goals.
expended to cast plant growth, or half as much Rest and Recovery. No one is impervious to
damage on a successful save. damage or immune to stress. You must recuperate to
heal and consolidate your gains.
Use It or Lose It. Your talent and dedication
Bountiful Harvest don’t entitle you to boundless strength and health. If
Beginning at 10th level, the hit points and temporary you don’t keep up your routine, these gifts will slip
hit points that creatures regain from magic items you away.
create using your Candy Crops feature are doubled.
Oath Spells
Corn Maze of Nightmares You gain oath spells at the paladin levels listed.
At 14th level, you can cast the spell maze once,
without using a spell slot or material components, to Oath of Protein Spells
banish a creature into an infinite corn maze. When
Paladin Level Spells
you cast the spell in this way, the spell’s duration is
reduced to 1 minute. Once you use this feature to cast 3rd heroism, jump
the spell without using a spell slot, you can’t do so 5th enhance ability, lesser restoration
again until you finish a long rest. 9th haste, remove curse
Starting at 15th level, you learn the spell maze
which counts as a druid spell for you and doesn’t 13th guardian of faith, stone skin
count against your number of spells prepared. When 17th greater restoration, hold monster

40
Subclasses
Channel Divinity
When you take this oath at 3rd level, you gain
the following two Channel Divinity options.
Get Huge. As a bonus action using
your Channel Divinity, your muscles bulge and
veins pop out of your forehead. You gain the
effect of the “Enlarge” option of the enlarge/
reduce spell for 1 minute.
Protein Shake. You can use your
action using your Channel Divinity to conjure and
consume a pre-workout concoction. For the next
10 minutes, your Strength score increases by 2,
and your maximum for this score increases to 22.
Additionally, when you make a Strength (Athletics)
check, you can treat the result as a 10, or your
paladin level plus your Charisma modifier, whichever
is higher.

Halfling Hurler
Starting at 7th level, when a creature comes
within 10 feet of you, you can use your reaction to
immediately move up to half your speed without Peak Performance
provoking opportunity attacks and attempt to grapple At 20th level, you have achieved the pinnacle of your
that creature. physical fitness, becoming akin to a demigod of whey
Additionally, you can use your action to outright protein and granting you the following benefits:
lift and throw a creature that is one or more sizes
smaller than you. You must be grappling a hostile › Creatures you are grappling have disadvantage on
creature to throw it, and a willing creature must be attacks against you, and you have advantage on
within 5 feet of you. If the creature is one size smaller saving throws against effects caused by creatures
than you, you can throw it up to 30 feet. If it is two or you are grappling.
more size categories smaller than you, you can throw › You can use your Get Huge and Protein Shake
it up to 60 feet. Upon landing, the creature takes 1d6 Channel Divinity options using one action and a
bludgeoning damage for every 10 feet it is thrown. single use of your Channel Divinity.
› Your Get Huge Channel Divinity feature improves.
Unpinnable Wrestler You grow two sizes, instead of one, and your
Beginning at 15th level, you are always under the enlarged weapons deal an extra 2d4 damage,
effects of the freedom of movement spell. Additionally, instead of 1d4.
grappling a creature doesn’t reduce your movement › Your Protein Shake Channel Divinity improves.
speed. Your Strength increases by 4, and your maximum
for this score increases to 24.

Chapter 3 | Subclasses
41
A creature covered in gum can use its action
to make a Strength (Athletics) check to break free of
it, restoring its movement speed on a success. The
save DC equals 8 + your proficiency bonus + your
Dexterity modifier.
You can use your Sneak Attack against any
creature that has a reduced movement speed, even if
you don’t have advantage on the attack roll, but not if
you have disadvantage on it.

Bubblegum Bomber
Beginning at 9th level, you can craft a bubblegum
bomb whenever you finish a short or long rest. The
bomb lasts until you use this feature again. You can
throw this bomb as a bonus action, instead of an
action. Additionally, when you throw it, its save DC
equals 8 + your proficiency bonus + your Dexterity
modifier.

Gumshoe
At 13th level, you can use globs of bubblegum to stick
things together. As a bonus action, you can adhere an
object to a surface you choose. A creature can use its
action to make a DC 20 Strength (Athletics) check to
unstick the object.
Additionally, you can use your bonus action
to stick wads of bubblegum on your feet. Until you

Rogue remove this gum on your turn (no action required),


you can move up, down, and across vertical surfaces
and upside down along ceilings, while leaving your
hands free. You have a climbing speed equal to your
Bubblegum Bandit
walking speed.
Well-practiced with a slingshot and sticky gumball
bullets, the archetypal bubblegum bandit is a thief, Top Gum
a ner-do-well, and a brigand, but need not be. While Beginning at 17th level, you have advantage on attack
many bubblegum bandits fall in line with gangs of rolls you make against any creature that hasn’t moved
gumslingers (especially under the notorious bandit on its previous turn. Your Sneak Attack damage
leader, Bazooka Joe), just as many have reformed against such a creature increases by 3d6.
their ways and found work as adventurers. Marksmen
and scouts are always welcome on adventuring
expeditions, even if the scout in question has a history
of cleptomania. Sorcerer
Bonus Proficiencies
Mold Magic
Starting when you choose this archetype at 3rd level,
you gain proficiency with heavy slingshots. The most insidious magic given life by the Island of
Yumm is Mold Magic, a creeping necromancy that
Sticky Business infects foodfolk and reanimates them as unbread.
At 3rd level, when you hit a creature with a ranged Once the spores of necromanctic black mold have
weapon attack using a slingshot or heavy slingshot, taken hold, it is impossible to be rid of them. Many
you cover it in gum, reducing its movement speed fall prey to an all-consuming cough as the mold
by 15 feet. This speed reduction is cumulative. If spreads, but a rare few manage to embrace the mold
you reduce a flying creature’s speed to 0 feet, it falls and find a spark of sorcery within.
prone.

42
In combat, the unbread’s turn comes
Animate Bread immediately after yours. It obeys your mental
On the Island of Yumm, necromantic magic holds commands, and the only action it can take is the

Subclasses
special sway over legions of the walking bread. Attack action, making one melee attack. Unbread
Whenever you cast the spell animate dead, you animated this way use your spell attack bonus to
can choose to animate 2 unbread instead of make their attack rolls.
animating a skeleton or zombie. Similarly, you can You can command a total number of unbread
reassert control over twice the number of unbread equal to your proficiency bonus using this feature.
as other undead creatures. Starting at 6th level, whenever you deal poison or
necrotic damage with a sorcerer class feature and
reduce a hostile foodfolk to 0 hit points, you can
animate it as an unbread.

Mold Spells Creeping Rot


You learn additional spells when you reach certain By 6th level, you can use your action to cover
levels in this class, as shown on the Mold Spells table. an area in black mold infused with necromantic
Each spell counts as a sorcerer spell for you, but it energy. Expend a number of sorcery points up to
doesn’t count against the number of sorcerer spells your proficiency bonus. The effect’s area consists of
you know. These spells can’t be replaced when you one 10-foot cube for each sorcery point expended,
gain a level in this class. arranged as you wish within 120 feet of you. Each
Whenever you gain a sorcerer level, you can cube must have at least one face adjacent to the
replace one spell you gained from this feature with face of another cube. The area is difficult terrain for
another spell of the same level. The new spell must creatures other than you and unbread you control.
be a necromancy or a transmutation spell from the Nonmagical vegetation in that area withers and
sorcerer, warlock, or wizard spell list. objects within the area that aren’t being worn or
carried are covered in black mold.
Mold Spells
Sorcerer Level Spells
1st bane, inflict wounds
3rd protection from poison, ray of
enfeeblement
5th animate dead, stinking cloud
7th blight, death ward
9th antilife shell, contagion

The Bread Rise


At 1st level, your magic carries sinister black spores.
Whenever you cast a spell of 1st level or higher that
deals necrotic or poison damage and you reduce
a hostile foodfolk to 0 hit points, you can instantly
reanimate it. The foodfolk rises as an unbread under
your control, causing it to stand up immediately with
1 hit point. The creature uses the unbread stat block
found in the Monsters chapter. It remains animated
for 1 hour, after which time it collapses and dies.

Chapter 3 | Subclasses
43
damage, plus 1d6 poison damage for each sorcery
point expended, and is poisoned until the start of your
next turn. On a successful save, a creature takes half
as much damage and isn’t poisoned.

Fungal Regeneration
By 18th level, your black mold nourishes and heals
your body. As a reaction, when an unbread under your
control dies within 10 feet of you, you can absorb
its spores to rejuvenate yourself. You can spend and
roll one or more of your unspent Hit Dice and regain
a number of hit points as if you had just finished a
short rest. When you use this ability, you can spend a
number of Hit Dice up to your proficiency bonus.
Additionally, you can use an action and spend 3
sorcery points to restore a severed body member
(finger, leg, tail, and so on) of a creature you touch.
The stump is covered in a mat of black mold for 24
hours, after which the body member is restored.

Warlock
The Flavor
The Four Flavors—Mint, Sour, Spice, and Sweet—are
akin to elements on Yumm Island. Each empowers
its own type of magic and each derives its existence
Any creature other than you and unbread you from a plane inhabited by foodlike elementals.
control that enters the area for the first time on a However, each is also embodied in a Demoness, a
turn, starts its turn in the area, or touches an object type of meddlesome demigod that takes pleasure in
covered in black mold must make a Constitution meddling in the affairs of mortals.
saving throw or take 1d6 necrotic damage for each Your patron is one such demoness, one of the
point of your proficiency bonus. four sisters—Kaienn, Mentha, Sakkaride, or Zsest—
At the start of each of your turns, you can who struck a pact with you. In exchange for your
choose for the black mold to spread. Add another 10- mortal service and your soul being bound to their
foot cube with at least one face adjacent to another flavormental plane for eternity, you have harnessed
cube to the effect’s area. The mold immediately incredible magic powers.
covers surfaces and objects that aren’t being worn or When you choose this subclass, you make
carried in that area. a pact with one of the four Demonesses of Flavor.
After 1 minute, the mold withers and vanishes. Choose one of the four Flavors and the corresponding
Any 10-foot cube of mold exposed to fire burns away demoness for your patron. Your choice is associated
in 1 round. with a damage type, a favored weapon, and a spell list
that are used by features you gain later.
Spore Carriers
Beginning at 14th level, when an unbread under your Flavor
control drops to 0 hit points, you can choose for it to
Damage Favored
ignore its Relentless trait and cause it to explode with
Flavor Demoness Type Weapon
mold. Additionally, you can expend up to 6 sorcery
points to increase the force of the explosion. Each Mint Mentha Cold Spear
creature within 5 feet of the thrall, other than yourself Sour Zsest Acid Scimitar
and other undead creatures under your control, must Spice Kaienn Fire Mace
make a Dexterity saving throw against your spell save
DC. On a failed save, a creature takes 4d6 poison Sweet Sakkaride Poison Quarterstaff

44
Spell Level Flavor Spells Mint Spells Sour Spells Spice Spells Sweet Spells
1st nauseating smite popsicle spear citrus blast cinnamon swirl charm person
2nd blur brain freeze sour patch scorching ray sugarcoat

Subclasses
3rd haste sleet storm heroic antics hot potato hypnotic pattern
4th death ward ice cream catapult freedom of pepper spray compulsion
movement
5th rotting curse cone of cold passwall flame strike dominate person

Expanded Spell List Additionally, when a creature you can see


At 1st level, the Flavor lets you choose from an within 5 feet of you makes a melee weapon attack
expanded list of spells when you learn a warlock against you while you are holding your patron’s magic
spell. The Flavor Expanded Spells table shows the weapon, you can use your reaction to deflect the
flavor spells that are added to the warlock spell list for attack. Make an attack roll with your patron’s magic
you, along with the spells associated in the table with weapon. If the result of your roll is greater than the
your patron’s flavor. result of the attacker, the attack misses. Once you
use this ability, you can’t use it again until you finish a
Flavormental Infusion short or long rest.
Beginning at 1st level, you can use a bonus action to
imbue your patron’s favored weapon with demonic Taste Tolerance
powers while you are holding it. When you attack At 10th level, you gain resistance to the damage type
with that weapon, you can use your Charisma associated with your patron. Additionally, immediately
modifier, instead of Strength or Dexterity, for the after you take damage of that type from a hostile
attack and damage rolls. Additionally, you can choose creature, you gain temporary hit points equal to the
for the weapon to deal the damage type associated damage taken, which last until the end of your next
with your patron, instead of its normal damage type. turn.
This benefit lasts until the weapon leaves your hand.
Storm of Flavor
Secret Spice Beginning at 14th level, you can summon a vortex
At 1st level, you can use your action to discreetly of elemental energy around you as a bonus action.
impart your patron’s flavor onto any food you can see When you use this feature, you can designate any
within 5 feet of you. number of creatures you can see to be unaffected by
When you do so, you can also choose to it. For the next minute, affected creatures within 15
overseason the food. Any creature that eats the feet of you are subjected to the following effects:
overseasoned food other than you must make a
Constitution saving throw against your warlock spell › When an affected creature enters the area for
save DC. On a failed save, the creature is poisoned the first time on a turn or starts its turn there,
for one hour. While poisoned, the creature is afflicted it must make a Dexterity saving throw against
with a malady according to your patron’s flavor. Mint your warlock spell save DC. On a failed save, it
imparts an unrelenting brain freeze, Sour causes acid takes 4d6 damage of the damage type associated
reflux, Spice creates intense heartburn, and Sweet with your patron, or half as much damage on a
causes nausea. A poisoned creature can spend its successful save.
action retching to repeat the saving throw, ending the › You have advantage on attacks against an affected
effect on itself on a success. creature in the area.
› An affected creature’s speed is halved in the area.
Flavored Weapon Additionally, it provokes opportunity attacks from
Beginning at 6th level, your patron bestows you you even if it takes the Disengage action before
with a gift: a magic weapon. Mentha grants you a leaving your reach.
spearmint, Zsest grants a scimitart, Kaienn grants
you a mace of Kaienn, and Sakkaride grants you a You can end this effect on your turn (no action
sugar cane. You can summon the weapon to your required). Once you use this feature, you can’t use it
empty hand whenever you would draw a weapon. again until you finish a short or long rest.

Chapter 3 | Subclasses
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