| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +4 | Strength | |
| +9 | Dexterity | |
| +11 | Constitution | |
| +13 | Intelligence | |
| +4 | Wisdom | |
| +8 | Charisma |
| +6 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +2 | Athletics | STR | |
| +4 | Deception | CHA | |
| +10 | History | INT | |
| +2 | Insight | WIS | |
| +4 | Intimidation | CHA | |
| +7 | Investigation | INT |
| +2 | Medicine | WIS | |
| +7 | Nature | INT | |
| +5 | Perception | WIS | |
| +4 | Performance | CHA | |
| +4 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Hoof attack | +2 | STR | 1D6+2 | Bludgening | |
| natural weapons are treated as light finesse weapons | |||||
| bunsen burner | +5 | INT | 2d6 | fire | |
| blowgun | +3 | DEX | 1+3 | piercing | |
| loading | |||||
| body slam | +2 | STR | 2d12+2 | ||
| Bomb | +5 | INT | 3d6+5 | fire | |
| bomb potion | |||||
| Mutagen | +5 | INT | - | ||
| increase one ability score by +4 and give a +2 to natural armor, but in exchange decreases the opposite ability score by -2 | |||||
| the Nukor | +3 | DEX | 3D12+3 | inflation dmg | |
| parts to grow bigger when aimed at and boils their insides unless set to stun | |||||
Inflation Limit: 52
Weaponized Potions
At 1st level, you learn how to create all sorts of crazy potions that can either act as powerful spells, for subtle traps, or even strengthen yourself. When you cast spell (except certain cantrips), you use a potion as a focus for them. Anyone can use them as long as you make the potion to where it can activate in a certain such as swallowing. You can make anything from extracts to bombs to mutagens using the craft option.
Brew Potion
At level 1, you can brew new potions fully after a long rest or half your potions for a short rest with the base number of potions you can brew being is your Intelligence modifier for miscellaneous and 1 for potions meant to act as spells. You gain more potions each level as you would for spells and gain another misc potion every two levels.
-Bomb: by using one potion you can make a number of bombs equal to your class level + Intelligence modifier. The bombs have a range of 20 feet and does 1d6 + Intelligence modifier gaining another 1d6 every two levels. The damage type relates to what kind of potion you used to make such as if you used a inflation potion it will do inflation damage or if it was a fire potion it will do fire damage. Those caught in the splash radius perform a Dexterity saving throw for half damage. The DC being your Spell Save DC.
-Mutagen: You use a potion to create two mutagen which can increase one ability score by +4 and give a +2 to natural armor, but in exchange decreases the opposite ability score by -2 such as: strength and intelligence; constitution and charisma; dexterity and wisdom. The effect last for 10 minutes per level in this class and cannot be piled upon meaning if you add a new mutagen the old one is replaced.
Tireless: You have advantage on saving throws to resist exhaustion from running or making a forced march.
Subrace: Equine, Dash, run move +20 feet (hooves)
Rubber like hide: limit +0.5
Gut Of Plenty: vore objects to add 1/5 filling. deal 1d6 for weapons or gold. +bombs explodes after you do
Body Slam: 1d12 by body slamming the target. The damage increases by 1d12 every two levels
Balloon Shield: once you reach past (1/2) your limit by adding +2 to AC
Self-Destruction:
At level 3, you intentionally drink up a explosive gas potion separate from your actual potions (having a number of these new potions equal to your Intelligence modifier). You take one turn to build up all the gas need to explode into a giant fireball causing 1d12 damage for every 15 points of inflation caused to reach your limit including whatever damage done by objects inside the Gut of Plenty. You will need to wait until your next turn to attack due to reforming. You can only regain one of these potions once a day. The radius of the explosion will be about 20 feet with a DC of 10 + (1/4) of size + Intelligence modifier to receive half damage if not within the first 10 feet of the explosion.
ability score improofment.
Bowling for Idiots
At 4th level, you have been bloated and blimped for so long you have learned to move quickly like a cheetah. You can now roll around no matter how big you are as if you were walking normally and even bowl your body at enemies dealing 1d8 and hits multiple people depending on size. This attack can knock them prone if they fail a Constitution Saving throw with a DC of 10 + Intelligence modifier + Proficiency bonus.
Rubber Armor
At level 5, through so many days of experiments and inflating your body that was only rubber in likeness is now fully rubber inside and out, and pretty thick rubber at that giving you +10 AC for when unarmored and your body can stretch to 2x your inflation limit instead of 1.5. Example, originally you would have 30, but now it would be 60.
Mad Genius
Starting at level 6, you have learn so many things through your experiments and adventures that you gain +2 to Intelligence.ability score. Thanks to being such a genius you are able to restore both your misc potions and spell potions fully now with either a short or long rest.
thong of the juicy durability: causes the wearer to become a blueberry and naturally fills with juice by 10 inflation every hour and gain +1 ac whenever filled with juice
Choker of adjusting transformation inflation: Can allow the wearer to adjust their body how they see fit so long as they are a horse or hippo. (Just cant be a literal giant to stomp the big bad. Or something similar) allows the wearer to deal double damage for all Inflation related atks even to one's self. However this means the wearer takes double inflation dmg from enemies and other sources. Enemies who see the wearer must perform a Wisdom saving throw against a DC of 12 or be forced to attack the wearer solely and with any inflation attack they possess unless they don't have one and can attack the wearer with any attack.
The cock ring of unrealistic blueberry haste: get a +2 to all stats (so if u were at 20 then u are at 22 now after attuning) when filled by 1/4th ur inflation limit with juice. The wearer gets to cast haste for 3 rounds when they so choose but suffer the debuff effect at the end. The wearer gets the speed buff of haste permanently.
common
simple weapons, blowguns, hand crossbows, rapiers, whips, and bombs.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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