Gorger (5e Class)
Gorger
Occasionally, a creature develops a love for eating that excels above and beyond the normally accepted standards. This is when a gorger is birthed. Somewhere between an unstoppable juggernaut and an insatiable glutton, a gorger's love for food spills over into the battlefield, making meals of foes unlucky enough to be put up against this hulking monstrosity, a gorger controls the battlefield with his huge health pool and his multitude of crowd control effects. While gorgers are supreme sources of utility and pure survivability, they lumber slowly across the battlefield and do next to no damage. Best played as a frontlines tactician to control the flow of battle, a gorger is a welcome addition to any party lacking a tank.
Creating a Gorger
Why am I so hungry?, What lead to this path?, Why did I choose to be a gorger instead of a Barbarian or a Fighter?
- Quick Build
You can make a Gorger quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Cook background. Third, choose the feature "Through Their Stomachs."
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, shields
Weapons: Simple Melee Weapons, Martial Melee Weapons
Tools: Cook's utensils, Alchemist kit
Saving Throws:
Skills: Choose two from Performance, Survival, Intimidation, Nature, Persuasion, and Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Battleaxe and a Shield or (b) any martial melee weapon
- (a) five tridents or (b) any simple melee weapon
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- Chain Mail and a recipe book.
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Earthquake Uses |
---|---|---|---|
1st | +2 | Fullness, Ravenous Hunger | 0 |
2nd | +2 | Unmovable Object, Earthquake | 1 |
3rd | +2 | Extra Padding, Absorb, Culinary Delight | 1 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Belly Slam | 2 |
6th | +3 | Big&strong | 3 |
7th | +3 | Increased Mass | 3 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | fighting style | 4 |
10th | +4 | Pincushion | 4 |
11th | +4 | Unstoppable Force | 4 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | — | 5 |
14th | +5 | Culinary Mastery | 5 |
15th | +5 | Girth | 5 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | — | 6 |
18th | +6 | Thick Skin | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Engorged | 7 |
Fullness
After eating any meal or food, a gorger gains plus one to Fullness, you can have a maximum Fullness of your Constitution modifier + your gorger level. As a bonus action, a gorger can use a Fullness point to restore HP equal to their Fullness total at the time plus their Constitution modifier. Fullness decays back to zero after a long rest.
Ravenous Hunger
A gorger can, as a bonus action, perform a bite attack using their Strength modifier against any creature they have hit with a melee attack this turn. This attack does 1d4 plus your Strength mod in damage. A successful bite grants one Fullness, increasing to 2 Fullness at level 5, 3 at level 10, 4 at level 15, and 5 at level 20.
Unmovable Object
At 2nd level, a gorger's body begins to adapt to their increased eating, and begin to develop layers of fat. A gorger can use their reaction to expend one Fullness to negate one knockback effect on theirselves.
Earthquake
As long as a gorger has at least one Fullness point, they can use their action to cause the ground near them to shake for up to one minute, causing all creatures who move on the ground within 5 feet of the gorger to have their movement speed halved until the start of their next turn. The gorger can choose to end this effect early. At level 5, this area increases to 10 feet and the gorger no longer affects allies. At levels 10 and 20, the area increases by a further 5 feet each, up to a maximum of 20 feet. You can use this ability a number of times shown on Table: Earthquake Uses. You regain all uses of earthquake after a long rest.
Extra Padding
Starting at level 3, a gorger adds double their Constitution modifier to hit die when they roll for health and use one fullness point to roll 1d6 + Dexterity modifier + gorger level when you receive fall damage.
Absorb
Using your reaction, spend a number of Fullness points to decrease all incoming damage by 1d4, add 1d4 for each Fullness point spent.
Culinary Delight
You've found a food that you particularly enjoy. Starting at level 3, a gorger picks a meal that takes at least one hour to make. When a gorger eats his preferred meal, he gains 2 Fullness in addition to the following effects for one minute.
3rd level: Happy and Fat - The gorger has advantage on all saving throws against Constitution and frightened, and Intimidation effects.
6th level: Jubilant Aura - The gorgers nearby allies within a 15 ft. gain the effects of Happy and Fat.
9th level: Fat Acceptance - The gorger has advantage against saves to resistance magical effects.
12th level: Magicbane Aura - The gorgers nearby allies within 15 ft. gain the effects of Fat Acceptance.
15th level: Burst of Energy - The gorger gains +5 movement speed, and +10 temporary HP.
18th level: Encouraging Presence - The gorgers allies within 30 ft. gain the effects of Burst Of Energy
Belly Slam
You can expend three Fullness to use your weight to slam into a nearby creature as a melee attack, dealing 1d8 + Strength damage, and knocking them back for 5 feet times the number of damage dealt. If this effect moves the target into the wall, they take an additional 1 damage per 5 feet unable to be knocked back. This damage increases to 1d10 at level 10, 1d12 at level 15. At level 20 the number of feet knocked back is equal to 10 feet times the number of damage dealt.
Big&strong
You've had quite a lot of practice with your big body. Your strength and Dexterity increase by 1 to (Max 20). As a bonus action you can use furry of blows or patient defence or stun strike.
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Increased Mass
At level 7, if you start a long rest with maximum Fullness, you gain one stack of Increased Mass, The maximum amount of Increased Mass stacks is equal to your gorger level. For each stack of increased mass you gain the following effects. +2 Temporary HP +1 Maximum Fullness +10% weight
In addition to these effects, For every 5 Increased Mass stacks, You get the following effects. +2 to all melee attack damage -5 ft to movement
If you begin a long rest with zero Fullness, you will decay one Increased Mass stack.
Fighting style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Pincushion
At level 10, If you have at least 5 stack of increased mass, any melee attacker must make a dc 15 Strength, and Atheltics save or their weapon is stuck in you, This dc is increased by 1 every 5 stacks of increased mass you have. On their next turn they can use their action to retrieve their weapon.
Unstoppable Force
At 11th level, if he has at least 5 stacks of Increased Mass, a gorger becomes immune to all movement speed slowing effects other than those imposed upon him by his Increased Mass and when running past a enemy you can use your reaction to try to parry their attacks.
Culinary Mastery
At 14th level, a gorger has learned to share his love of food with the world. If someone eats a meal the gorger has prepared, the gorger gains a plus 10 bonus on his next Persuasion check against them in the next 24 hours.
Girth
At 15th level, if he has at least 10 increased mass stacks, a gorger counts as one size larger for the purposes of determining the area in which he is positioned. In addition to the following effect based on your new size.
Small: Carrying capacity increased by 10 Medium: Carrying capacity increased by 30 Large: Carrying capacity increased by 50, Break line of sight and can be used as partial cover
Thick Skin
At 18th level, a gorger can expend one Fullness to take half damage from a nonmagical projectile.
Engorged
At 20th level, you can exceed your Fullness cap by eating more. This excess Fullness carries over after a long rest. As an action, You can expend 20 Fullness to make a Belly Slam against all creatures within a 10 foot radius, Roll damage once and apply it to all targets hit in addition to the effects of Belly Slam.
Plus when you grapple someone they have to beat a DC 15 or stay grappled as a bonus action you squeeze them for 3d10 bludgeoning damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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