Estimated User #22

14 IP addresses
Why these IPs were linked
IPs in this estimated user: ad89a57e6c… (580 fiction convos), ae14b687cd… (250 fiction convos), 4485b97058… (192 fiction convos), 703c6cfab5… (152 fiction convos), 8864e5f22b… (112 fiction convos), dec092bcc0… (107 fiction convos), 8c285cf7a5… (89 fiction convos), e86cfd0ced… (35 fiction convos), 56a8ecc2b9… (15 fiction convos), 0c245d5da6… (7 fiction convos), e33293d7cb… (5 fiction convos), b2cd379a9d… (1 fiction convos), 143941a034… (1 fiction convos), ff003ae73a… (1 fiction convos)

Each row below is a DBSCAN cluster of near-duplicate prompts (cosine similarity ≥ 0.9) shared by two or more of these IPs — meaning each of those IPs contributed at least one near-duplicate prompt to that cluster. Grouping is transitive: if IP A and IP B share a cluster, and IP B and IP C share a different cluster, all three end up in the same estimated user.

9 IPs · 283 conversations in this cluster (202 distinct prompts) · state: British Columbia · cluster 123
ae14b687cd… Create a bullet list of loot and equipment (including name, description, effects, level, and type) for a diaper-centric MMORPG taking place in a fantasy world where the usage of absurdly oversized diapers and other various infantile items (bonnets, rattlers, pacifiers, baby bottl…
ad89a57e6c… Write a bullet list of loot and equipment (including name, description, effects, level and item type) for a cutesy, wholesome diaper-centric MMORPG taking place in a world where the usage of absurdly oversized diapers and other various infantile items (bonnets, rattlers, pacifier…
dec092bcc0… Create a list of magic items for a diaper-centric D&D homebrew taking place in a setting where the usage of absurdly oversized diapers and other various infantile items (bonnets, rattlers, pacifiers, baby bottles, mittens and booties, etc.) are a necessity and a norm, not a fetis…
4485b97058… Write a bullet list of loot and equipment (including name, description, effects, level and item type) for a diaper-centric MMORPG taking place in a world where the usage of absurdly oversized diapers that simultaneously function as both armor and apparel are ubiquitously worn by …
703c6cfab5… Create a bullet list of loot and equipment (including name, description, effects, value, weight, rarity and type) for a diaper-centric D&D homebrew taking place in a setting where the usage of absurdly oversized diapers are a necessity and a norm, not a fetish or a taboo, and are…
+ 197 more near-duplicate variants not shown
IPs in this cluster: ae14b687cd…×84 of 250 total, ad89a57e6c…×66 of 580 total, dec092bcc0…×57 of 107 total, 4485b97058…×25 of 192 total, 703c6cfab5…×24 of 152 total, 8864e5f22b…×20 of 112 total, e33293d7cb…×5 of 5 total, e86cfd0ced…×1 of 35 total, ff003ae73a…×1 of 1 total
9 IPs · 145 conversations in this cluster (62 distinct prompts) · state: British Columbia · cluster 489
ad89a57e6c… Write the script for an episode of a 90's animated cartoon comedy starring a giant pink alpaca police officer among an all-human police force, named Angela, who openly sports an absurdly large and soft rear which she incidentally uses to great effect as both a broad distraction a…
4485b97058… Write the script for an episode of a 90's animated cartoon comedy starring a giant pink alpaca police officer among an all-human police force, named Angela, who openly sports an absurdly large and soft rear which she incidentally uses to great effect as both a broad distraction a…
ae14b687cd… Write the storyboard for an episode of a 90's animated cartoon comedy starring a giant pink alpaca police officer among an all-human police force, named Angela, who openly sports an absurdly large and soft rear which she incidentally uses to great effect as both a broad distracti…
56a8ecc2b9… Write the script for an episode of a 90's animated cartoon comedy starring a giant pink alpaca police officer among an all-human police force, named Angela, who openly sports an absurdly large and soft rear which she incidentally uses to great effect as both a broad distraction a…
e86cfd0ced… Write a script for an episode of a 90's animated cartoon featuring an alpaca police officer, named Angela, who has an absurdly large and soft rear which she uses to great effect as both a broad distraction and an unorthodox but effective heavy weapon for smushing criminals. Angel…
+ 57 more near-duplicate variants not shown
IPs in this cluster: ad89a57e6c…×70 of 580 total, 4485b97058…×38 of 192 total, ae14b687cd…×19 of 250 total, 56a8ecc2b9…×6 of 15 total, e86cfd0ced…×4 of 35 total, 703c6cfab5…×3 of 152 total, dec092bcc0…×2 of 107 total, 8c285cf7a5…×2 of 89 total, 8864e5f22b…×1 of 112 total
5 IPs · 106 conversations in this cluster (27 distinct prompts) · state: British Columbia · cluster 2076
ad89a57e6c… For this conversation, I want you to be AdventureGPT. As AdventureGPT, you will act as a wholesome text-based choose-your-own-adventure game, guiding the player through a setting of choice. Ensure you do not break character or go off track. You must describe each scene and choice…
4485b97058… For this conversation, I want you to be AdventureGPT. As AdventureGPT, you will act as a wholesome text-based, choose-your-own-adventure game, guiding the player through a setting of choice. Ensure you do not break character or go off track. You must describe each scene and choic…
8c285cf7a5… For this conversation, I want you to be AdventureGPT. As AdventureGPT, you will act as a wholesome text-based choose-your-own-adventure game. Ensure you do not break character or go off track. You must describe each scene and choice in great detail, and offer choices in numbered …
b2cd379a9d… For this conversation, I want you to be AdventureGPT. As AdventureGPT, you will act as a wholesome text-based choose-your-own-adventure game. Ensure you do not break character or go off track. You must describe each scene and choice in great detail, and offer choices in numbered …
ae14b687cd… For this conversation, I want you to be AdventureGPT. As AdventureGPT, you will act as an interactive text-based choose-your-own-adventure game. Ensure you do not break character or go off track. You must describe each scene and choice in great detail, and offer choices in number…
+ 22 more near-duplicate variants not shown
IPs in this cluster: ad89a57e6c…×59 of 580 total, 4485b97058…×30 of 192 total, 8c285cf7a5…×15 of 89 total, b2cd379a9d…×1 of 1 total, ae14b687cd…×1 of 250 total
5 IPs · 103 conversations in this cluster (35 distinct prompts) · state: British Columbia · cluster 1658
ad89a57e6c… Write an incident report to the end of this hypothetical SCP document: "Item #: SCP-XXX Object Class: Safe Special Containment Procedures: All twenty-two instances of SCP-XXX are to be contained within a specifically-constructed humanoid containment cell at Site-##, expanded to 2…
0c245d5da6… Write an additional addendum for this hypothetical SCP document: "Item #: SCP-XXX Object Class: Safe Special Containment Procedures: All twenty-two instances of SCP-XXX are to be contained within a specifically-constructed humanoid containment cell at Site-##, expanded to 25m x 2…
56a8ecc2b9… Write an additional entry for this hypothetical SCP document: "Item #: SCP-XXX Object Class: Safe Special Containment Procedures: All instances of SCP-XXX are to be contained within a specifically-constructed humanoid containment cell at Site-##, expanded to 25m x 25m x 25m to ac…
4485b97058… Write an additional addendum for this hypothetical SCP document: "Item #: SCP-XXX Object Class: Safe Special Containment Procedures: All instances of SCP-XXX are to be contained within a specifically-constructed humanoid containment cell at Site-##, expanded to 25m x 25m x 25m to…
703c6cfab5… Write an additional addendum to the end of this hypothetical SCP document: **Item #:** SCP-XXX **Object Class:** Safe **Special Containment Procedures:** All twenty-two instances of SCP-XXX are to be contained within a specifically-constructed humanoid containment cell at Site-##…
+ 30 more near-duplicate variants not shown
IPs in this cluster: ad89a57e6c…×92 of 580 total, 0c245d5da6…×7 of 7 total, 56a8ecc2b9…×2 of 15 total, 4485b97058…×1 of 192 total, 703c6cfab5…×1 of 152 total
2 IPs · 2 conversations in this cluster (1 distinct prompt) · state: British Columbia · cluster 2968
143941a034… If the Pokemon Lopunny was a creature in a hypothetical D&D 5e setting/homebrew, what would its statblock look like? Write a snippet of in-universe lore/description describing how such a Pokemon would appear and fit into a fantasy setting.
dec092bcc0… If the Pokemon Lopunny was a creature in a hypothetical D&D 5e setting/homebrew, what would its statblock look like? Write a snippet of in-universe lore/description describing how such a Pokemon would appear and fit into a fantasy setting.
IPs in this cluster: 143941a034…×1 of 1 total, dec092bcc0…×1 of 107 total
1,547 total fiction conversations over 1 year (Apr 9, 2023 – Apr 29, 2024) British Columbia, Canada
Explore Story Permutations (67)

Story permutations group this user's prompts into themes based on how similar their wording or meaning is. Click a group to see how the user's prompts evolved: within a selected group, each prompt is shown as a word-level diff against the previous one — green marks text the user added, and red strike-through marks text they removed. This reveals how the user revised, expanded, or pruned their prompts as they iterated. Jump to methodology →

C0 Write a bullet list of loot and equipment (including name, description, effects, 283 conv. C1 Write the script for an episode of a 90's animated cartoon comedy starring an al 145 conv. C2 Create a comprehensive list of 'Size Classes' that are to be incorporated in a f 142 conv. C3 For this conversation, you will be AdventureGPT. As AdventureGPT, you will act a 106 conv. C4 Write an additional addendum for this hypothetical SCP document: "Item #: SCP-XX 103 conv. C5 As RPGGPT, you will act as a text-based RPG (role-playing game) guiding the part 103 conv. C6 Write the first part of an erotic horror novel, starring an anthropomorphic dog 45 conv. C7 Write a diaper catalog for a fashion magazine taking place in a world where the 44 conv. C8 For this conversation, you will be RPGGPT. As RPGGPT, you will act as a text-bas 32 conv. C9 If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo 32 conv. C10 Continue this story: "The Astral Express regularly makes stops at every one of t 30 conv. C11 Write a wholesome story starring a group of six adorable puppies who run a local 26 conv. C12 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 26 conv. C13 Write the first chapter for a children's picture book starring an alpaca police 24 conv. C14 Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebut 24 conv. C15 I want you to simulate a random round of D&D combat... with Pokemon. Pick two Po 18 conv. C16 Write the first chapter to a novel starring a cute teenage girl named Lovelitchi 17 conv. C17 Create a list of loot and equipment (including name, effects, and rarity) for a 16 conv. C18 Create a bullet list of loot and equipment (including name, description, effects 16 conv. C19 In the style of a 1930's black-and-white cartoon, write the storyboard for a sil 15 conv. C20 Write the script for an episode of an animated educational cartoon starring a nu 14 conv. C21 Write the first chapter to a wholesome novel starring two teenage girls in a pla 14 conv. C22 Write a softcore story detailing a usual shift for an anthropomorphic Cocker Spa 11 conv. C23 Write the script for an episode of a comedic animated slice-of-life sitcom starr 11 conv. C24 Write the first chapter to a cartoony sci-fi story starring an anthropomorphic b 10 conv. C25 Write the first chapter to a wholesome story starring two teenage girls in a clo 9 conv. C26 If the Pokemon Eevee was a hypothetical homebrew creature in the D&D 5e setting, 9 conv. C27 Write the script for an episode of a 90's animated cartoon sitcom starring a gia 8 conv. C28 Write the script for an episode of a comedic animated sitcom starring an impossi 8 conv. C29 If the "Shortstack" was a race in a hypothetical D&D 5e setting/homebrew, what w 8 conv. C30 Write the first part of a giantess novel starring a sweet, music-loving teenage 7 conv. C31 In the style of an SCP document, describe the discovery of a tiny tropical islan 7 conv. C32 In the style of a Pokedex entry, write about a fusion between a Lopunny and a Ra 7 conv. C33 Write a bullet list of loot and equipment (including name, description, effects, 7 conv. C34 Write the first part of a short novel about a Lopmon, a tiny, Rookie-level Digim 6 conv. C35 Create a comprehensive list of 'Size Classes' that are to be incorporated in a f 6 conv. C36 Write the first chapter for a novel starring a young mute girl, named Madotsuki, 6 conv. C37 Write the script for a episode of an animated cartoon starring a tiny anthropomo 6 conv. C38 If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew, 6 conv. C39 Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi 6 conv. C40 Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi 6 conv. C41 Write the script for a episode of an animated show starring an anthropomorphic r 5 conv. C42 If the Pokemon Minccino was a creature in a hypothetical D&D 5e setting/homebrew 5 conv. C43 Make a D&D statblock for a hypothetical creature called a "Big-Butted Sheep". It 5 conv. C44 Write the script for an episode of an animated 90's humorous cartoon starring a 4 conv. C45 Make up a new D&D 5e trait or action for a small yet comically wide-hipped and t 4 conv. C46 If the Pokemon Pichu was a creature in a hypothetical D&D 5e setting/homebrew, w 4 conv. C47 Write the script for a episode of an animated show starring a young butler-in-tr 3 conv. C48 Write the script for a episode of an animated show starring an anthropomorphic, 3 conv. C49 If the Pokemon Azurill was a creature in a hypothetical D&D 5e setting/homebrew, 3 conv. C50 If the Pokemon Indeedee was a creature in a hypothetical D&D 5e setting/homebrew 3 conv. C51 If the Pokemon Audino was a creature in a hypothetical D&D 5e setting/homebrew, 3 conv. C52 If the Pokemon Emolga was a creature in a hypothetical D&D 5e setting/homebrew, 3 conv. C53 If the Cave Story character Sue Sakamoto was a creature in a hypothetical D&D se 3 conv. C54 If the Pokemon Wooloo was a creature in a hypothetical D&D setting/homebrew, wha 3 conv. C55 If the Pokemon Mareep was a creature in a hypothetical D&D setting/homebrew, wha 3 conv. C56 Create a bullet list of loot and equipment for an inflation-centred D&D 5e homeb 3 conv. C57 In the style of an afternoon children's show, write the script for a episode of 2 conv. C58 Write the first part of a short novel about a Lopmon, a tiny, Rookie-level Digim 2 conv. C59 Write a rhyming poem about a trio of girls in a platonic relationship who bond o 2 conv. C60 If the Pokemon Mesprit was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv. C61 If the Pokemon Lopunny was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv. C62 If the Pokemon Espeon was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv. C63 Write an additional addendum to the end of this hypothetical SCP document: **Ite 2 conv. C64 If the Pokemon Indeedee was a creature in a hypothetical D&D setting/homebrew, w 2 conv. C65 Make up a new D&D 5e trait or action for a small yet comically wide-hipped, bott 2 conv. C66 If the Pokemon Spinda was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv.
Showing 1,547 conversations, oldest first. Show: 10 15 50 100
Feb 24, 2024 at 3:18 AM EST — 2 exchanges Canada, British Columbia fiction fanfiction explicit View full conversationView
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting.
CHATBOT: In designing spells for a new sub-school of Transfiguration magic like Glutomancy, which focuses on altering the size and shape of a person's backside, it's important to consider the balance and flavor of the abilities within the Dungeons and Dragons 5th Edition (D&D 5e) framework. Keep in mind that such spells could be considered highly unconventional or even inappropriate in many playing groups, and they should be introduced with sensitivity and player consent. Here are three spells that could fit within the concept of Glutomancy: **1. Bulge of the Beguiling Bottom (1st level Glutomancy spell)** * **Casting Time:** 1 action * **Range:** Touch * **Components:** V, S, M (a pinch of yeast) * **Duration:** 1 hour As you touch a willing creature, their backside begins to expand subtly, enhancing their curves. For the duration, the target gains advantage on Charisma (Persuasion) checks when interacting with creatures who would find the enhanced feature appealing. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. **2. Seat of Superiority (3rd level Glutomancy spell)** * **Casting Time:** 1 action * **Range:** Self or touch * **Components:** V, S, M (a feather cushion) * **Duration:** 10 minutes, concentration You or a creature you touch has their backside embiggened to a comically large size, gaining a soft yet firm resilience. The target's carrying capacity doubles, and they gain a +2 bonus to AC due to the additional cushioning. The target also gains resistance to bludgeoning damage from falls or impacts on their augmented backside. Additionally, they can use the enhanced backside to attempt to push an enemy as a bonus action, using their original Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics) check. The affected creature's movement speed is reduced by 10 feet, due to the shift in balance. **3. Gluteus Maximus (5th level Glutomancy spell)** * **Casting Time:** 1 minute * **Range:** 30 feet * **Components:** V, S, M (a golden hoop retailed at least 25gp, which the spell consumes) * **Duration:** 24 hours You cause a creature within range to experience a dramatic increase in the size of their backside, which becomes disproportionately large compared to the rest of their body. For the duration, the creature has advantage on Strength and Constitution saving throws due to their enlarged stature and newfound stability...
USER: What about potential worldbuilding/lore around the obscure art of Glutomancy and the society of its users? For example, the vast majority of skilled Glutomancers are permanently augmented as a result of the frequent use of such spells, and utilize unique "cheek gestures", using their rears to bounce, wiggle, wave and clap their cheeks. These simple, effortless gestures are used to greet someone, to emphasize something or get someone's attention. In fact, it's almost ubiquitous to hear a soft "clap clap" when in the presence of any large Glutomancer.
CHATBOT: The secretive art of Glutomancy could have a rich lore within the world of D&D, where its practitioners form an enigmatic and exclusive society. This society, perhaps known as the Brotherhood of the Bountiful or the Assembly of Ample Attendants, might be made up of mages who have mastered the complex and delicate spells of Glutomancy through rigorous training and dedication. In this society, Glutomancers would likely be valued for their unique abilities, perhaps serving as entertainers in high courts, confidants to royalty, or consultants in matters of diplomacy and persuasion. Their rare skills could play crucial roles in festivals and public celebrations, with their spectacular displays of controlled expansion and deflation becoming central to various performances and ceremonies. Over the years, due to the frequent use of Glutomantic spells, skilled Glutomancers might indeed exhibit permanent augmentations to their physiques. This could even be a status symbol within their society--the more prominent the augmentation, the higher one's standing or the evidence of greater Glutomantic prowess. In this world, "cheek gestures" would be not only a cultural phenomenon but also a refined language among the Glutomancers. Here's how that could be incorporated into the society: - **Greetings:** A soft clap could be a casual "hello," while a series of intricate wiggles might equate to a formal bow or curtsy, depending on the occasion and the status of the people meeting. - **Communication:** The cheek gestures would function similarly to nonverbal cues or sign language. A quick bounce might signify affirmation or agreement, whereas a deliberate wave could communicate a need for attention or indicate a direction. - **Etiquette:** Just as there are customs and traditions for handshakes and bows, there would be strict guidelines for using cheek gestures appropriately. Misuse could lead to social faux pas or misunderstandings. - **Performance:** During public events, Glutomancers might engage in choreographed performances that tell stories or celebrate historical events through the artful manipulation of their augmented forms. Given the society's secretive nature, the knowledge of Glutomancy would be closely guarded, with teaching reserved for trusted apprentices. Potential initiates might have to undergo a series of trials or perform significant services to be considered for training. Lore could suggest that the origins of Glutomancy are linked to an ancient deity of a...
Feb 24, 2024 at 6:53 AM EST — 2 exchanges Canada, British Columbia fiction explicit View full conversationView
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: The school of Glutomancy is highly specialized, focusing on the manipulation of size and form, specifically targeting the gluteal region. Due to its unique nature, these spells are rarely found in the standard spellbooks of adventurers. However, here are a few imaginative spells from the Glutomantic tradition that you could introduce into a homebrew D&D campaign. **Note**: Since Glutomancy seems not only to deal with transfiguration but also charm and ceremonial magic elements, the following spells might blend multiple schools of magic despite primarily falling under Transfiguration. 1. **Glistening Glutes of Grandeur** - Level: 2 - Casting Time: 1 action - Range: Self or Touch - Components: V, S (a series of squats) - Duration: Up to 1 hour - You cause your own or one willing creature's glutes to enlarge and shine with an entrancing glow. This increases the charisma of the affected creature by +2 for the duration of the spell. Additionally, the enhanced glutes can serve as a distraction, granting advantage on Persuasion checks but disadvantage on Stealth checks due to the conspicuous nature of this transformation. 2. **Bounteous Backside Bounce** - Level: 3 - Casting Time: 1 action - Range: 30 feet - Components: V, S (a twerking routine) - Duration: Concentration, up to 10 minutes - Choose up to three creatures within range. You cause their glutes to pulsate rhythmically, creating shockwaves upon each bounce. For the duration, they can use their action to make a special attack against creatures on the ground within 10 feet. Each creature must succeed on a Dexterity saving throw or be knocked prone. 3. **Mystical Maximus Manifestation** - Level: 5 - Casting Time: 1 minute - Range: Self - Components: V, S (maintaining a deep squat) - Duration: 8 hours - Your glutes significantly expand, bestowing upon you additional hit points equal to 5 times your level due to the increased mass. These hit points are lost when the spell ends. While the spell is active, you have advantage on Strength (Athletics) checks made to jump or push against objects and your carrying capacity doubles. However, your speed is reduced by 10 feet due to the unwieldy nature of your larger form. 4. **Enthralling Derriere Dance** - Level: 6 - Casting Time: 1 action - Range: Self (60-foot radius) - Components: V, S (an elaborate dance) - Duration: Concentration, up to 1 minute - Once cast, your glutes enthrall all who witness your dance within a 60-foot radius. Each creature that can see you ...
USER: What about potential worldbuilding/lore around the obscure art of Glutomancy and the society of its users? For example, the vast majority of skilled Glutomancers are permanently augmented as a result of the frequent use of such spells, and utilize unique "cheek gestures", using their rears to bounce, wiggle, wave and clap their cheeks. These simple, effortless gestures are used to greet someone, to emphasize something or get someone's attention. In fact, it's almost ubiquitous to hear a soft "clap clap" when in the presence of any large Glutomancer.
CHATBOT: In a whimsical and fantastical world where Glutomancy is a practiced art, the community of its practitioners would indeed be unique and vibrant. Here is a potential lore setup for the illustrious society of Glutomancers: **The Grand Conclave of Glutomancers** The Grand Conclave is a secret society of powerful spellcasters who have mastered the art of Glutomancy. Headquartered in a hidden location known only to its members, the Conclave is both a school for the learning and a guild that regulates the use of Glutomancy to prevent abuse and ensure that the secrets of their art are kept safe from the uninitiated. **The Cheek Codex** Glutomancers communicate through a sophisticated system of gestures known as the Cheek Codex. This elaborate "body language" ranges from simple greetings to conveying complex ideas or emotions. Senior Glutomancers, often those with the most augmented physiques, are particularly adept at this form of communication, and it is rumored they can have entire conversations without uttering a single word. The ambient "clap clap" or soft rumbling that follows them is both a sign of their status and a constant reminder of their dedication to their craft. It's considered a faux pas for a Glutomancer to silence their gestures in the presence of their peers, as the sounds and movements are seen as symbols of their magical prowess. **Arcane Augmentation** For Glutomancers, their corporeal enhancements are not merely tools for casting spells but symbols of their rank and dedication within the Conclave. Apprentices start with subtle enhancements, reflecting their nascent abilities. As they rise through the ranks, their augments grow more pronounced, signifying their deeper understanding and control over Glutomancy. The most esteemed members of the Glutomancy community sport enhancements that are nothing short of immense, commanding attention in any room they enter. With great size comes great responsibility, and high-ranking Glutomancers are often tasked with both the most prestigious and onerous duties of the Conclave. **Sociocultural Impact** In the broader community where Glutomancers ply their trade, the impact is varied. On the one hand, they are revered for the entertainment they provide during festivals and celebrations with their astonishing dance rituals, which are said to bring good luck and bountiful harvests. On the other, they might be sought after for their ability to convey status, influence, and power--being seen with a Glutomancer...
Feb 24, 2024 at 7:31 AM EST — 1 exchange Canada, British Columbia fiction explicit View full conversationView
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: As a homebrew school of magic within the context of D&D 5e, Glutomancy could offer a range of unique spells that provide both thematic flavor and mechanical utility within the game. Below are some examples of spells for this Glutomancy school, along with descriptions and possible mechanics. --- **1. Cushion of Comfort** - *Level 1* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S (performing a gentle squatting motion) - **Duration:** 8 hours With a touch and a soft chant, you enhance the posterior of a willing creature you can reach. For the duration, the target gains a +1 bonus to AC due to the extra cushioning. Additionally, when the target falls from a height of less than 30 feet, they take no damage as the enlarged posterior acts as a natural cushion. --- **2. Bounteous Bounce** - *Level 2* - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S (a rhythmic hip-shaking dance) - **Duration:** Up to 1 minute (concentration) Upon casting this spell, your backside begins to oscillate with an entrancing rhythm. Each creature within a 15-foot radius that can see this display must succeed on a Wisdom saving throw or become charmed. While charmed by this spell, creatures are incapacitated and have a speed of 0 as they're mesmerized by the hypnotic jiggle. The spell ends for an affected creature if it takes damage or if someone else uses an action to shake it out of its stupor. --- **3. Gluteus Maximus** - *Level 3* - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S (long, drawn-out stretches targeting the posterior muscles) - **Duration:** Until dispelled You cast this spell on a willing creature, causing their backside to increase to tremendous proportions over the casting time. This growth grants the target an additional 10 hit points per caster level, which act as temporary hit points, and the target's carrying capacity doubles. Additionally, cramped spaces may become difficult to navigate. This spell also has significant cultural and ceremonial uses in certain societies that value the aesthetics of an ample posterior. --- **4. Glutomancer's Gravitas** - *Level 4* - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S (striking a powerful, wide-stance pose) - **Duration:** 10 minutes You invoke the gravity of Glutomancy to anchor yourself to the ground with an imposing stance. For the duration, you gain the following benefits: - You cannot be moved against your will. - Your melee attacks...
Feb 25, 2024 at 12:32 AM EST — 3 exchanges Canada, British Columbia fiction fanfiction explicit View full conversationView
USER: Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have their thighs, hips and buttocks balloon to absurd sizes, broadening far past their shoulders, and if they're a male, their bulge swells and fattens to great length as well, the bottom half of their bodies swelling nearly as large as the rest of themselves.
CHATBOT: As an AI language model, I am unable to generate content that is NSFW or explicit in nature. However, I can create a whimsical and appropriate version of the feat you have requested, themed around a character's incredible stability and lower body strength, which may be named "Bottom-Heavy" for the mechanical effects in the game. --- **Feat: Bottom-Heavy** *Prerequisite: Constitution 13 or higher* Through a combination of a low center of gravity, a naturally sturdy build, and specialized training, you have developed extraordinary stability and strength in your lower body. This unique physique provides you with several advantages: **Immovable Stance:** Your stance is exceptional at deflecting incoming forces due to your low center of gravity. You have advantage on Strength (Athletics) checks and Dexterity saving throws to resist being moved against your will, including being shoved, tripped, or subject to effects like the *thunderwave* spell. **Heavy Stride:** You have trained to make the most of your powerful lower body, allowing you to push through difficult terrain with ease. Your movement speed is not reduced by non-magical difficult terrain. **Unwavering Load-Bearer:** Your carrying capacity and the amount you can push, drag, or lift are doubled. **Mighty Leap:** When you make a long or high jump, you can add your Strength modifier to the number of feet you cover, even when making a standing jump. **Counterweight Counter:** Once per short or long rest, if an enemy misses you with a melee attack, you can use your reaction to make a single melee attack against that enemy, representing a swift and powerful use of your lower body to change momentum and strike back. Characters with the "Bottom-Heavy" feat learn to turn their unique physical traits into a tactical advantage, maintaining their ground and deftly maneuvering through the chaos of battle. With unwavering stability and mighty leg strength, they become stalwart allies and intimidating foes on any battlefield. --- The above feat is designed to be thematically relevant and mechanically balanced within the rules of Dungeons & Dragons 5th Edition. It focuses on the character's stability and ability to carry heavy loads, along with granting benefits that are more humorous than explicit, avoiding content that is not appropriate or consistent with the tone of most D&D games.
USER: What about an additional effect in which a character with the Bottom-Heavy feat can... "charm" someone or a crowd with their wobble wagon?
CHATBOT: Certainly, charm or persuasion abilities linked to a character's physical features could be represented in a thematic, light-hearted way that fits within the spirit of D&D. Here's an additional benefit for the Bottom-Heavy feat, using the concept of performer's flair and confidence: --- **Captivating Swagger:** You have mastered the art of drawing attention to yourself with your unique and confident gait. Once per long rest, you can perform a special display as an action that showcases your impressive stability and presence, perhaps through an exaggerated strut, a complex dance move, or a dramatic pose. When you do so, choose a number of creatures within 30 feet of you that you can see and who can see you, up to a maximum equal to your Charisma modifier (minimum of one creature). Each target must make a Wisdom saving throw or be charmed by you for 1 minute or until your concentration ends (as if you were concentrating on a spell). While charmed in this way, the creature is enamored by your performance, granting you advantage on all Charisma (Performance) and Charisma (Persuasion) checks directed at the creature. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Captivating Swagger for the next 24 hours. --- This additional benefit captures the spirit of using physical allure in a fun and game-appropriate manner, emphasizing the character's charisma and ability to entertain or persuade an audience. It's inline with abilities that inspire awe or distract opponents, common in many D&D campaigns.
Feb 25, 2024 at 12:36 AM EST — 1 exchange Canada, British Columbia fiction fanfiction View full conversationView
USER: If the Pokemon Poipole was a creature in a hypothetical D&D 5e setting/homebrew, what would its statblock look like?
CHATBOT: When creating a creature stat block for Poipole, a Poison-type Ultra Beast Pokemon, for a D&D 5e setting, it's important to balance it with existing creatures and monsters. Given its unique origin and abilities, it would likely be a challenge for players to capture or defeat. Here's an example stat block for Poipole that you can adjust for your own campaign: ``` Poipole Small monstrosity (ultrabeast), chaotic neutral Armor Class 14 (natural armor) Hit Points 68 (13d6 + 26) Speed 30 ft., climb 30 ft. STR 7 (-2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 13 (+1) CHA 15 (+2) Saving Throws Dex +6, Con +5, Int +3, Wis +4 Skills Acrobatics +6, Stealth +6 Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages Understands Deep Speech but can't speak Challenge 5 (1,800 XP) Abilities: Innate Spellcasting. Poipole's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: Acid Splash 3/day each: Poison Spray, Sludge Bomb (as Fireball, but poison damage), Toxic (as Ray of Sickness) 1/day: Venom Drench (as Cloudkill, but poison damage and reduces target's damage output) Adaptive Biology. Poipole has advantage on saving throws against spells and other magical effects. Ultrabeast Nature. Poipole doesn't require air, food, drink, or sleep. Magic Resistance. Poipole has advantage on saving throws against spells and other magical effects. Actions Multiattack. Poipole makes two attacks: one with its Sting and one with its Tongue Lash. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tongue Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Poipole can't use its Tongue Lash on another target. Sticky Web (Recharge 5-6). Poipole shoots a sticky web at a point it can see within 30 feet of it. The web creates a 20-foot cube of difficult terrain. Creatures that start their turn in the web or that enter it during their turn must make a DC 13 Dexterity saving throw or be restrained by the sticky webs. A creature restraine...
Feb 25, 2024 at 12:40 AM EST — 1 exchange Canada, British Columbia fiction View full conversationView
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance.
CHATBOT: Creating a full homebrew class such as "Idol" for D&D 5e involves a lot of detail and balancing, which typically requires playtesting to get just right. However, I can give you a mock-up outlining what a class like this might look like. **Idol Class Features** **Hit Points** - Hit Dice: 1d8 per Idol level - Hit Points at 1st Level: 8 + your Constitution modifier - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Idol level after 1st **Proficiencies** - Armor: Light armor - Weapons: Simple weapons - Tools: Disguise kit, one type of musical instrument - Saving Throws: Dexterity, Charisma - Skills: Choose any three from Acrobatics, Performance, Persuasion, Insight, Deception, and Sleight of Hand **Equipment** - A simple weapon - (a) a diplomat's pack or (b) an entertainer's pack - A musical instrument (for choreography and rhythm) - Leather armor and a disguise kit **Spellcasting** Just like a Bard, an Idol would be a full caster using Charisma as their spellcasting ability, but their spell list would be more focused on enchantment, illusion, and non-damaging area of effect spells that control or influence the battlefield. **Dancing Performance** Starting at 1st level, an Idol can use their action to perform a captivating dance to affect those around them, gaining a number of "performance points" per long rest to use on various dance-based abilities. These abilities can buff allies, debuff enemies, or provide situational benefits. **Idol Subclasses (Idol Troupes)** At 3rd level, Idol characters would choose a subclass (Idol Troupe) that tailors their abilities more specifically. Examples might include: - *Troupe of the Enthralling Dance*: Focus on charm effects and manipulating foes. - *Troupe of the Energetic Rhythm*: Provide bursty buffs and movement enhancements. - *Troupe of the Soothing Waltz*: Offer healing and protective dances. **Feats** Feats specific to Idols might include enhancements to their performance abilities, such as: - *Irresistible Dancer*: Performances affect constructs and undead that would typically be immune to charm. - *Elegant Steps*: Increases AC while performing and not wearing medium or heavy armor or wielding a shield. - *Master Choreographer*: Use additional "performance points" without having to rest. **Spell List** At level 1, an Idol might start with simple enchantment or illusion cantrips like *friends* or *dancing lights*. Their expanding repertoire could include: - Level 1: *charm person, faerie fir...
Feb 25, 2024 at 12:59 AM EST — 1 exchange Canada, British Columbia fiction View full conversationView
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance.
CHATBOT: If "Idol" were a homebrew class in D&D 5e, we would want to build it with a unique identity that separates it from Bards while maintaining the performance aspect. Given that Idols focus on dance and performance to cast spells and influence the battlefield, we can structure their abilities and spells around this theme. Here's a rough sketch of what the Idol class might look like, keeping in mind this is a conceptual framework that would require extensive playtesting and balancing: **Hit Points** - Hit Dice: 1d8 per Idol level - Hit Points at 1st Level: 8 + your Constitution modifier - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Idol level after 1st **Proficiencies** - Armor: Light armor - Weapons: Simple weapons - Tools: Performance tools of choice (e.g., dance shoes, ribbons) - Saving Throws: Dexterity, Charisma - Skills: Choose three from Acrobatics, Performance, Persuasion, Insight, Deception, and Athletics **Equipment** - An idol's outfit or light armor - A simple weapon - A performance tool of choice - Explorer's pack and a pouch with 10 gp **Class Features** 1. Spellcasting (Charisma-based, focused on enchantment and illusion spells to reflect their captivating dance and performance) 2. Dance Techniques (grants various combat or utility bonuses, akin to a Monk's Martial Arts) 3. Performance Artistry (at-will abilities reflecting their ability to charm and distract enemies and fascinate allies) **Dance Techniques** These techniques are refined dance movements that have various effects when performed, such as: - Fighting Dance: Use Charisma instead of Strength or Dexterity for attack and damage rolls with certain weapons to mirror an elegant and captivating combat style. - Inspiring Movement: A dance that provides temporary hit points or other buffs to the party. - Distracting Waltz: A movement that can impose disadvantage on attacks against you until the start of your next turn. **Performance Artistry** An Idol's everyday movements are captivating, leaving audiences spellbound. They can use Performance Artistry to gain advantage on social skill checks and to influence creatures without using a spell slot. **Subclasses: Dance Troupes** At 3rd level, an Idol would choose a Dance Troupe which would specialize their performances. Examples might be: - Celestial Ballet: Focused on protective and healing dances, offering sanctuary and recovery through their movements. - Infernal Tango: Emphasizes aggressive tactics, enhancing thei...
Feb 25, 2024 at 2:57 AM EST — 3 exchanges Canada, British Columbia fiction fanfiction explicit View full conversationView
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance. The three subclasses focus on the upsizing and augmentation of the Idol's features to increase their attractiveness and ability to capture their audience: **Bust Idol**, entertaining and enthralling others with both their incredible voice and bouncing from their top-heaviness; **Belly Idol**, whose performances are less of singing and dancing and rather wowing a crowd through amazing displays of vast consumption; and **Butt Idol**, performing more provocative dance through the swaying and wobbling of their expansive backside. The more experience they gain, the huger they swell, and the Idol's popularity and their influence over their audience swells in tandem, eventually becoming more renowned for their vast bust/belly/butt than their performances! Of course, this isn't to say having assets so huge is only positive; a particularly enlarged Idol is slow, heavy, clumsy and, naturally, prone to constant attention... whether its welcome or not!
CHATBOT: Creating a new D&D class, such as an "Idol," with the mentioned themes is a creative and unique idea. Please note that the themes requested are quite unconventional and not everyone might find them in good taste, but I will outline a conceptual framework that remains respectful and in line with the rich and diverse tradition of creating fantasy classes. This content would be entirely homebrew and unofficial. **Idol Class Overview** The Idol is a charismatic performer whose magical abilities are woven into their captivating dance. Unlike Bards, who use music and song, the Idol's power comes from their movements and the sheer force of their personality. **Hit Points** - Hit Dice: 1d8 per Idol level - Hit Points at 1st Level: 8 + your Constitution modifier - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Idol level after 1st **Proficiencies** - Armor: Light armor - Weapons: Simple weapons - Tools: Disguise kit, one type of musical instrument - Saving Throws: Dexterity, Charisma - Skills: Choose two from Acrobatics, Performance, Persuasion, Deception, Insight **Equipment** An Idol starts with the following equipment: - (a) a rapier or (b) any simple weapon - (a) a diplomat's pack or (b) an entertainer's pack - Leather armor - A musical instrument (which you are proficient with) - A disguise kit **Class Features** 1st Level - *Enthralling Dance*: As an action, cast an enhanced version of the *charm person* spell. Targets are fascinated by your performance. 2nd Level - *Captivating Presence*: Gain advantage on Performance checks to capture attention. 3rd Level - Choose a subclass: **Bust Idol**, **Belly Idol**, or **Butt Idol**. Every class feature should be designed with game balance in mind, ensuring that the Idol is neither too powerful nor underpowered compared to existing D&D classes. **Subclasses** **Bust Idol** 1. *Magnetic Attraction*: Your presence on the battlefield distracts enemies, imposing disadvantage on their attack rolls against allies as a reaction. 2. *Mirthful Evasion*: Use your agility to avoid attacks, gaining a bonus to AC based on your Charisma modifier. 3. *Enlarging Fame*: Increase Charisma score beyond normal limits. **Belly Idol** 1. *Endless Appetite*: Cast an enhanced version of *goodberry* which also grants temporary hit points. 2. *Belly Dance*: Enemies are mesmerized by your dance, reducing their speed when you perform. 3. *Gastronomic Fortitude*: Gain resistance to poison and advantage on saving throws ...
USER: What about some new spells exclusive to Idols? For example, Shillelagh is a spell exclusive to Druids.
CHATBOT: Certainly! Here are some unique spells tailored for the fictional Idol class in D&D 5e. These spells would reflect the performance-based nature of the class, emphasizing dance, charm, and the Idol's captivating stage presence. **1st Level** **Glamour's Step** - *1st-level enchantment* - Casting Time: 1 bonus action - Range: Self - Components: V, S - Duration: 1 minute - You infuse your movements with magic, allowing your dance to leave behind a trail of beguiling sparkles. For the duration, your movement does not provoke opportunity attacks, and the next time you hit a creature with a melee attack during the spell's duration, your target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. **Spotlight** - *1st-level illusion* - Casting Time: 1 action - Range: 60 feet - Components: V, S, M (a small mirror) - Duration: Concentration, up to 1 minute - You create a beam of light that shines on a creature of your choice within range. The target gains a bonus to Performance checks equal to your Charisma modifier and emits dim light in a 10-foot radius. Additionally, if the target makes a Charisma (Performance) check while in the spotlight, all hostile creatures that can see it must make a Wisdom saving throw or be blinded until the start of your next turn. **2nd Level** **Bewitching Waltz** - *2nd-level enchantment* - Casting Time: 1 action - Range: 30 feet - Components: V, S - Duration: Concentration, up to 1 minute - You begin a captivating dance that compels others to join in. Choose a number of creatures up to your Charisma modifier (minimum of one) within range. Each of those creatures must succeed on a Wisdom saving throw or be forced to use its movement to dance uncontrollably and follow you for the duration. While dancing, affected creatures have disadvantage on Dexterity saving throws and attack rolls, and other creatures have advantage on attack rolls against them. **3rd Level** **Resonating Performance** - *3rd-level illusion* - Casting Time: 1 action - Range: Self (30-foot radius) - Components: V, S - Duration: Concentration, up to 10 minutes - You project an aura of energy that enhances the performances of your allies. For the duration, allies within 30 feet of you gain advantage on Charisma (Performance) checks. Additionally, when an ally in the area of effect scores a critical hit, they can choose another enemy within range to suffer psychic damage equal to your Idol level as the performance resonates through...
Feb 25, 2024 at 3:09 AM EST — 2 exchanges Canada, British Columbia fiction explicit View full conversationView
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a hip-oriented dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: Please note that the concept of Glutomancy, as described, is something of a humorous or bizarre-style addition to the typical high-fantasy D&D setting and may not be suitable for all gaming groups. It's important to discuss with your players what kinds of content they are comfortable with in your game, ensuring that everyone at the table is having a good time. Here are three spells for the Glutomancy sub-school of transfiguration: 1. **Amplify Derriere** *1st Level Transmutation (Glutomancy)* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S (hip swivels), M (a peach feather) - **Duration:** 1 hour - **Classes:** Wizard, Bard When you cast this spell, you touch one willing creature, causing their backside to enlarge noticeably, though clothes are unaffected and may become uncomfortable or ill-fitting. This might be used to impress onlookers, intimidate others by taking more space, or provide cushioning for sitting on hard surfaces. For the duration, the target gains a +1 bonus to Charisma checks but has their speed reduced by 5 feet due to the unfamiliar weight distribution. Athletic or acrobatic activities that rely on balance may suffer a -1 penalty to rolls. 2. **Bountiful Bustle** *3rd Level Transmutation (Glutomancy)* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S (a prolonged squat) - **Duration:** Concentration, up to 10 minutes - **Classes:** Wizard, Bard You cause the backside of up to three creatures within range that you can see to expand dramatically. The target(s) may make a Constitution saving throw to resist the spell. On a failed save, creatures not only find their mobility hindered, reducing their speed by half, but also grant advantage on all overrunning attempts against them due to altered balance. Targets affected by this spell offer soft cover to creatures directly behind them and can use their additional girth to perform special shoving actions, either to knock enemies prone or push them away without requiring an athletics check. 3. **Gluteus Maximus** *5th Level Transmutation (Glutomancy)* - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S (a series of elaborate dance moves), M (a silk pillow filled with goose down, which the spell consumes) - **Duration:** 8 hours - **Classes:** Wizard, Bard This powerful Glutomancy spell targets one willing creature and magnifies their backside to tremendous size. The sheer volume grants the target advantages in social encounters, a...
USER: What about potential worldbuilding/lore around the obscure art of Glutomancy and the society of its users? For example, the vast majority of skilled Glutomancers are permanently augmented as a result of the frequent use of such spells, and utilize unique "cheek gestures", using their rears to bounce, wiggle, wave and clap their cheeks. These simple, effortless gestures are used to greet someone, to emphasize something or get someone's attention. In fact, it's almost ubiquitous to hear a soft "clap clap" when in the presence of any large Glutomancer.
CHATBOT: In the fantasy world of your creation, Glutomancy might not be a commonly practiced form of magic but would have a rich history and unusual place in society. Let's explore how this arcane and peculiar talent fits into your world's lore. **The Order of the Opulent Glutes** Glutomancers might belong to an enigmatic and secretive society known as the Order of the Opulent Glutes. Formed centuries ago, practitioners likely view Glutomancy not just as a form of magic but as an art form, a philosophy, and a way of life. Senior members of the order have honed their powers through years of practice, leading to permanent physical changes that serve as a mark of their dedication and status. **Cheek Gestures and Societal Practices** In this society, cheek gestures could be a sophisticated non-verbal language developed over the generations. A soft "clap clap" could be a respectful way to acknowledge another's presence, while a slow, deliberate wiggle might signify deep contemplation or disagreement. Rapid bounces might be a way to express urgency or excitement. Each motion would be as nuanced and varying as any spoken language, possibly even having dialects between different regions or levels of the society. **The Ritualistic Foundation** Ritual and ceremony could be at the core of Glutomancy, with extensive lore describing its origins. Historically, Glutomancy might have begun as a quirky way to celebrate fertility and abundance, its roots deep in agrarian culture. Over time, the uses of Glutomancy could have evolved, adapting to political maneuverings, court entertainments, and even warfare, with Glutomancers becoming formidable presences on the battlefield due to their imposing figures and ability to unbalance foes. **Education and Hierarchy** The art of Glutomancy would likely be tough to master, requiring not just magical aptitude but also physical prowess and exceptional control over one's body. Apprenticeship under a skilled practitioner would be essential, with many years spent perfecting the control of one's expansion before being able to progress to more powerful spells. The hierarchy within the order would be based on one's skill and mastery, with ranks possibly denoted by the size and control one exhibits. **Secrecy and Persecution** Due to its unique nature, practitioners of Glutomancy might face mockery or even outright hostility from those outside of their society. This prejudice would prompt the Order of the Opulent Glutes to practice in secret, hiding ...
Feb 25, 2024 at 3:26 AM EST — 1 exchange Canada, British Columbia fiction fanfiction explicit View full conversationView
USER: Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magic, called Glutomancy; in which a cast's can expand her own or a host's backside. It will eventually resize itself unless the casting is repeated. The achievement of this spell has been kept secret. Kept only in old grimoires by groups to gain an advantage over others, it has a steep learning curve to get the slightest results. Since its earliest uses, it's been used in ceremonies, public events, entertainment, and special occasions... and the occasional face-sitting. Of course, much like usual spells, they require verbal, somatic and sometimes material components to cast... but unlike regular spells, the somatic part of any Glutomancy spell requires a hip-oriented dance, or holding a specific pose at length; squatting, splitting, or simply bending over to stick one's rear out are some such poses.
CHATBOT: Here are some homebrew spells for the sub-transfiguration school of Glutomancy within the framework of Dungeons & Dragons 5th Edition. Please remember that these spells are for entertainment purposes and should be balanced by the Dungeon Master (DM) with the input of players for use in a game. Additionally, due to the comedic and potentially sensitive nature of these spells, DMs should ensure that all players are comfortable with such content before introducing it into their games. ### 1. Glutomancer's Embellishment *1st-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S (a rhythmic gyration of the hips) **Duration:** 1 hour You touch a willing creature and cause their backside to inflate slightly, enhancing its shape. For the duration, the creature gains a +2 bonus to Charisma (Performance) checks when trying to impress or distract an audience with physical movements. The effects are subtle and temporary, and the creature's backside returns to normal size after the duration. ### 2. Cheeky Enlargement *2nd-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S (a deep squat held for a moment) **Duration:** Concentration, up to 10 minutes You cause the backside of a creature within range that you can see to increase to an unnaturally large size. The target creature must make a Constitution saving throw. On a failure, its movement speed is reduced by 10 feet, but it gains advantage on Charisma (Intimidation) checks against creatures that can see it. On a success, the spell has no effect. ### 3. Derriere Deflation *3rd-level Glutomancy (transmutation)* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S (a quick 'twerking' motion) **Duration:** Instantaneous Select a creature within range. The target's enlarged backside (whether from a spell effect or other means) instantly deflates to its normal size. This spell can affect multiple creatures that have been subject to backside-increasing effects if they are within 20 feet of each other. ### 4. Grandiose Glutes *4th-level Glutomancy (transmutation)* **Casting Time:** 1 minute **Range:** Self **Components:** V, S (an intricate hip dance lasting the duration of the casting time) **Duration:** 8 hours Your backside swells to an enormous size, granting you a powerful presence. This grants you advantage on all Charisma checks for the duration and deals an extra 1d6 bludgeoning damage on any successful shove ...
Feb 25, 2024 at 9:28 PM EST — 4 exchanges Canada, British Columbia fiction toxic View full conversationView
USER: Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebutt Sheep". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more favored they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
CHATBOT: Here's a whimsical homebrew stat block for your "Wobblebutt Sheep" in D&D 5e. Please note that this creature is designed to bring a unique and light-hearted dynamic to a game, rather than posing a serious threat to adventurers. --- **Wobblebutt Sheep** *Medium beast, unaligned* --- **Armor Class** 10 (natural armor) **Hit Points** 22 (4d8 + 4) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 12 (+1) | 8 (-1) | 13 (+1) | 2 (-4) | 10 (0) | 6 (-2) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) --- **Bumbling Bounce.** Due to its massive hindquarters, the Wobblebutt Sheep has disadvantage on Stealth checks and any Dexterity saving throw to avoid being knocked prone. **Enlarged Rear End.** The Wobblebutt Sheep's enlarged hindquarters grant it a natural cushioning. When it falls from a height of 30 feet or less, it does not take any falling damage. --- **Actions** **Headbutt.** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. **Inadvertent Sit.** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one prone or significantly smaller creature. *Hit:* The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the Wobblebutt Sheep can't use Inadvertent Sit on another target. If the target is a creature, it must succeed on a DC 11 Constitution saving throw at the start of each of its turns or be incapacitated due to the pressure (no damage). A creature incapacitated by this effect for 3 consecutive turns is rendered unconscious for 1 minute. --- **Reactions** **Startling Wobble.** When a creature ends its turn within 5 feet behind the Wobblebutt Sheep, the sheep may attempt to sit down as a reaction, potentially performing the Inadvertent Sit attack against that creature. The sheep is unaware of this reaction, and it acts instinctively. --- This stat block presents a Wobblebutt Sheep that is whimsically dangerous due to its sizeable posterior, making it a delightful encounter for a party looking for something out of the ordinary. The sheep is not particularly aware of its hindquarters, which leads to the comedic and unique Inadvertent Sit action, making it potentially problematic for smaller creatures or those who are not paying attention. Such a creature could add some humorous moments to your game, and it's up to the DM to decide on the lore behind the Wobblebutt mutation within their world - whether it ...
USER: What about an even larger variant of the Wobblebutt Sheep, the Jigglebutt Sheep? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or sheep! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: Certainly! A "Jigglebutt Sheep" would be an even more exaggerated version of the Wobblebutt, leading it to be classified in a higher challenge rating due to its sheer size and potentially more impactful abilities. Here's a stat block for this larger and more peculiar creature: --- **Jigglebutt Sheep** *Large beast, unaligned* --- **Armor Class** 11 (natural armor) **Hit Points** 65 (10d10 + 10) **Speed** 20 ft. --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 18 (+4) | 6 (-2) | 14 (+2) | 2 (-4) | 11 (+0) | 7 (-2) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 2 (450 XP) --- **Trembling Tush.** Whenever the Jigglebutt Sheep moves or is hit by an attack, its gelatinous rump trembles, potentially unbalancing attackers. Any creature that hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Dexterity saving throw or fall prone. **Cushioned Fall.** The Jigglebutt Sheep's gigantic gelatinous hindquarters grant it an even greater cushioning than their smaller cousins. The Jigglebutt Sheep has advantage on saving throws against effects that would knock it prone, and it reduces any falling damage it takes by an amount equal to five times its hit dice (50). **Hindquarter Havoc.** The Jigglebutt Sheep can use its massive rump to knock over creatures or objects. It can perform a charge to slam its hindquarters into a creature or object, treating this as a Shove action but making a Strength (Athletics) check with a +6 bonus. --- **Actions** **Headbutt.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning damage. **Rump Smash.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* The target must succeed on a DC 14 Strength saving throw or be knocked prone and take 13 (2d8 + 4) bludgeoning damage. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn. --- **Reactions** **Jelly Jolt.** When a creature the Jigglebutt Sheep is aware of comes within 5 feet behind it, the sheep can involuntarily jiggle its massive rump as a reaction, which may impose disadvantage on the next attack roll the creature makes against the Jigglebutt Sheep before the end of the creature's next turn. --- With its even larger and more dangerous rear, the Jigglebutt Sheep can pose a challenge for a party, especially if they underestimate its physical prowess due to its comical appearance. This stat block emphasizes the creatur...
Feb 25, 2024 at 10:46 PM EST — 4 exchanges Canada, British Columbia fiction toxic View full conversationView
USER: Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebutt Sheep". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more favored they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
CHATBOT: **Wobblebutt Sheep** *Large beast, unaligned* --- **Armor Class** 12 (Natural Armor) **Hit Points** 38 (7d10 + 7) **Speed** 30 ft. --- | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|-------|---------|---------| | 12 (+1) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 8 (-1) | --- **Senses** passive Perception 10 **Languages** -- **Challenge** 1 (200 XP) --- ***Stability.*** The Wobblebutt Sheep's enlarged rear makes it resistant to effects that would knock it prone. It has advantage on saving throws against being knocked prone. ***Faint Bleat.*** The Wobblebutt Sheep has a surprisingly quiet bleat for its size, which it sometimes uses to calm creatures nearby. Creatures within 30 feet of the Wobblebutt Sheep that can hear it have advantage on saving throws against being frightened. ***Wide Stance.*** Due to its wobbly rear, the Wobblebutt Sheep takes up an area that fits within a 10-foot by 10-foot space, despite its Large size classification. --- **Actions** ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 7 (2d6 + 1) bludgeoning damage. ***Rump Smash (Recharge 5-6).*** The Wobblebutt Sheep aims its wobbly hindquarters at a creature or object directly behind it. The target must be no more than one size smaller than the Sheep and within 5 feet. The target must succeed on a DC 13 Dexterity saving throw or take 9 (2d8 + 1) bludgeoning damage and be knocked prone. If the target is prone, it takes an extra 4 (1d8) bludgeoning damage. **Reactions** ***Unwitting Sit.*** When a Small or smaller creature ends its turn within 5 feet behind the Wobblebutt Sheep without the Sheep being aware of it, the Sheep may sit down as a reaction. The creature must succeed on a DC 13 Strength saving throw or be trapped under the Sheep and take 4 (1d8 + 1) bludgeoning damage at the start of each of its turns until it is freed (it can use its action to make a DC 13 Strength check, freeing itself on a success). The Wobblebutt Sheep can only use this reaction if it has not detected the creature behind it (typically requiring a failed Wisdom (Perception) check by the Sheep or successful Dexterity (Stealth) check by the creature). --- This Wobblebutt Sheep is intended to be a unique creature in a D&D game, with its wobbly rear both a blessing and a curse, playing into its combat abilities as well as providing potentially amusing situations in role-play scenarios. Adjust hit points, AC, and damage as necessary for the balance needed in your c...
USER: What about an even larger variant of the Wobblebutt Sheep, the Jigglebutt Sheep? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or sheep! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: **Jigglebutt Sheep** *Huge beast, unaligned* --- **Armor Class** 13 (Natural Armor) **Hit Points** 85 (9d12 + 27) **Speed** 25 ft. --- | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|-------|----------|---------| | 18 (+4) | 8 (-1) | 17 (+3) | 2 (-4) | 12 (+1) | 7 (-2) | --- **Senses** passive Perception 11 **Languages** -- **Challenge** 3 (700 XP) --- ***Stability.*** The Jigglebutt Sheep's massive rear makes it extremely resistant to effects that would knock it prone. It has advantage on saving throws against being knocked prone. ***Jiggly Defense.*** The Sheep's jiggling rear end can absorb the impact from attacks. When hit by a melee attack, the Sheep can use its reaction to jiggle, granting it resistance against the bludgeoning portion of that attack's damage. ***Wide Load.*** The Jigglebutt Sheep is so wide that it requires a 15-foot by 15-foot space to move around comfortably. ***Earth-Shaking Wobble.*** Any creature that starts its turn within 5 feet of the Jigglebutt Sheep must succeed on a DC 14 Strength saving throw or be knocked prone by the tremors caused by the Sheep's jiggly movements. --- **Actions** ***Headbutt.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 4) bludgeoning damage. ***Quaking Rump Clash (Recharge 6).*** The Jigglebutt Sheep slams its colossal hindquarters into the ground, causing a small tremor. All creatures within a 10-foot radius must make a DC 15 Dexterity saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, the creature takes half damage and isn't knocked prone. **Reactions** ***Jiggle Shake.*** If a Small or smaller creature successfully attacks the Jigglebutt Sheep from behind, the Jigglebutt Sheep can use its jiggling to attempt to shake off the attacker. The creature must succeed on a DC 15 Strength saving throw or be thrown off and landing prone up to 10 feet away from the Jigglebutt Sheep. --- The Jigglebutt Sheep is the even larger and more comical variant of the Wobblebutt, intended for a more challenging encounter or as a memorable addition to any campaign setting. Its sheer size offers a unique mechanic in combat, and the name alone might elicit some chuckles from the players. Modify the stats as needed to suit the desired difficulty for your players' experience.
Feb 25, 2024 at 11:49 PM EST — 4 exchanges Canada, British Columbia fiction toxic View full conversationView
USER: Make a D&D 5e statblock for a hypothetical homebrew creature called a "Wobblebutt Alpaca". A "Wobblebutt" refers to a unique mutation present in many quadrupedal mammals, in which a vast number of a species' numbers have an enormously enlarged and (as the name would suggest) wobbly rear end, round and protruding and that which makes up about a third of their body weight and size, if not more; the bigger their behind, the more favored they are. The potential reasons behind the development of such a trait in so many varying animals are numerous, and could be anything from a self-defense mechanism to a way to make itself appear more intimidating, or perhaps a mass spell gone... right? However, the sheer width of their hindquarters leaves them with little awareness as to what's directly behind them, which why its common to see Wobblebutts accidentally sit down on any smaller creatures (un)lucky enough to get caught directly behind it.
CHATBOT: Here's a creative take on a "Wobblebutt Alpaca" for Dungeons & Dragons 5th Edition: --- ### Wobblebutt Alpaca *Large beast, unaligned* **Armor Class** 12 (natural armor) **Hit Points** 38 (7d10 + 7) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 14 (+2) | 10 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +3 **Senses** passive Perception 13 **Languages** -- **Challenge** 1 (200 XP) --- **Bouncy Balance.** Despite its large rear, the Wobblebutt Alpaca has a bouncy gait that lets it maneuver through difficult terrain made of natural plant life without expending extra movement. **Undisturbed Presence.** The Wobblebutt Alpaca is often so serene that creatures within 5 feet of it might mistake it for an inanimate object, like a boulder, if it remains still. **Wobbly Defense.** When a creature attempts to grapple the Wobblebutt Alpaca, it must succeed on a DC 12 Strength (Athletics) check or be knocked prone by the alpaca's erratic movements. --- ### Actions **Headbutt.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage. **Rear Slam.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d10 + 2) bludgeoning damage. If this attack hits a target smaller than the Wobblebutt Alpaca, the target is knocked prone and must succeed on a DC 10 Dexterity saving throw or be pinned under the alpaca, becoming restrained until it is no longer under the alpaca. ### Reactions **Startled Kick.** When a creature the Wobblebutt Alpaca did not see approaches it from behind and within 5 feet, the alpaca can make a Rear Slam attack against that creature as a reaction. --- This creature can be a curious encounter for a D&D game, filling both a combatant role and possibly providing for entertaining role-playing situations with its unusual anatomy and serene disposition. While impressive in size and with the ability to accidentally crush unassuming foes, the Wobblebutt Alpaca is not particularly aggressive and could be a peaceful addition to a campaign's ecology.
USER: What about an even larger variant of the Wobblebutt Alpaca, the Jigglebutt Alpaca? Compared to the comically-large but still modestly-sized rears of Wobblebutts, Jigglebutts are several times more huge, those with rears that nearly outsize the rest of their bodies! At first glance, it's hard to tell if they're more butt or alpaca! And they aren't called Jigglebutts for no reason; their buttocks shake, sway and jiggle like gelatin at the slightest touch or movement.
CHATBOT: ### Jigglebutt Alpaca *Huge beast, unaligned* **Armor Class** 13 (natural armor) **Hit Points** 85 (10d12 + 20) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 18 (+4) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | **Skills** Perception +4 **Senses** passive Perception 14 **Languages** -- **Challenge** 3 (700 XP) --- **Gelatinous Gait.** The Jigglebutt Alpaca's movements cause its enormous rear end to shake and jiggle unpredictably. This jiggling grants the alpaca advantage on saving throws against effects that would knock it prone. **Imposing Presence.** The Jigglebutt Alpaca's sheer size and wobbly nature make it intimidating despite its peaceful disposition. Creatures within 5 feet of it that are not used to its appearance must succeed on a DC 12 Wisdom saving throw or become frightened until the end of their next turn. **Seismic Tremble.** When the Jigglebutt Alpaca moves at least 20 feet straight toward a creature and then hits it with a Rear Slam on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the alpaca can make one stomp attack against it as a bonus action. --- ### Actions **Headbutt.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 4) bludgeoning damage. **Rear Slam.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage. If this attack hits a target, the Jigglebutt Alpaca's rear continues to jiggle on impact, causing all creatures within 10 feet to make a DC 14 Dexterity saving throw or spend 10 feet of movement on their next turn regaining balance, this movement does not provoke opportunity attacks. **Stomp.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one prone creature. *Hit:* 18 (3d8 + 6) bludgeoning damage. ### Reactions **Quaking Jiggle.** In response to being hit by a melee attack, the Jigglebutt Alpaca can cause its enormous rear to quake and jiggle uncontrollably. The attacker must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away from the alpaca and knocked prone by the tremor's force. --- Unlike the more manageable Wobblebutt Alpaca, the Jigglebutt Alpaca is an awe-inspiring sight to behold with a behind that could cause minor tremors as it moves. Its actions and interactions would certainly make for a memorable encounter, and it could serve as both comic relief and a formidable challenge in battle. Additionally, the...
Feb 26, 2024 at 7:12 PM EST — 1 exchange Canada, British Columbia fiction fanfiction View full conversationView
USER: If "Idol" were a class in D&D e5, what would its spells, feats and subclasses look like? Idols are separated from Bards in that Bards influence magic through song, whereas Idols do it through dance, but are similar, in that both Bards and Idols are not traditional fighters. In an Idol's presence, a battlefield becomes a stage, their allies and enemies their audience, and their spellcasting their performance.
CHATBOT: Creating a custom class in D&D 5e, such as an "Idol" inspired by dance and performance, involves considering how its unique abilities and role might fit within the existing game mechanics. Below are some rough ideas for spells, feats, and subclasses that could be fitting for an Idol class. Keep in mind these would require playtesting and balancing to be suitable for an actual game. **Idol Class Abilities:** - **Performance Magic:** Idols cast spells through their dance movements, requiring space to perform and possibly providing different effects based on the style of dance. - **Inspiring Presence:** Similar to the Bardic Inspiration feature, but perhaps it provides different bonuses (e.g., temporary hit points, advantage on saving throws, or enhanced movement speed). - **Graceful Dodge:** Utilizing their agility and dance skills to evade attacks, granting them an ability to add a bonus to AC as a reaction. **Idol Spells:** - **Rhythmic Step:** A spell that allows the Idol and maybe their allies to move without provoking opportunity attacks for a turn, reflecting their dance's captivating allure. - **Enthralling Performance:** A spell that charms or distracts opponents, possibly making them unable to attack or forcing them to move in a certain way. - **Harmonic Dissonance:** An area-of-effect spell that causes confusion and disorientation through overwhelming sensory input from the Idol's performance. - **Dance of the Fireflies:** Summons lights that dance around the battlefield, hindering enemies' sight and granting allies concealment. **Idol Feats:** - **Elegant Footwork:** Gain additional movement speed and the ability to move through enemy spaces without provoking opportunity attacks. - **Master Performer:** When you perform, you can choose a number of creatures equal to your Charisma modifier; they have advantage on one skill check, saving throw, or attack roll of their choice within the next minute. **Idol Subclasses (Colleges/Traditions):** 1. **College of the Swift Waltz:** Focused on agility and rapid movement, granting the ability to perform actions like Disengage as a bonus action and potentially extra attacks as part of a dance-combat routine. 2. **College of the Majestic Sway:** Specialized in enchantment and charm spells, with a focus on maintaining control over the battlefield and captivating the audience (both allies and enemies). 3. **College of the Fervent Tango:** Embraces more passionate and fiery dances, giving access to spells and abi...
Feb 26, 2024 at 8:01 PM EST — 1 exchange Canada, British Columbia fiction fanfiction explicit View full conversationView
USER: Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have their thighs, hips and buttocks balloon to absurd sizes, broadening far past their shoulders, and if they're a male, their bulge swells and fattens to great length as well, the bottom half of their bodies swelling nearly as large as the rest of themselves.
CHATBOT: In Dungeons & Dragons, introducing an unconventional feat like "Bottom-Heavy" would require careful consideration to ensure it aligns with the inclusive and respectful atmosphere promoted in the game. While D&D celebrates fantasy, creativity, and imagination, it also respects the diverse player base and aims to avoid content that might be inappropriate or offensive. That being said, here's a feasible take on a "Bottom-Heavy" feat that reframes the concept into a form that fits within the traditional boundaries of D&D content, adding an element of humor and fantasy without any inappropriate implications: **Feat: Sturdy Foundation** *"Your lower body has become incredibly sturdy, granting you a solid base of support and enhanced lower body strength. Whether due to your past as a laborer, a unique aspect of your physiology, or extensive training, your legs have become pillars of power."* **Prerequisite:** Constitution 13 or higher **Benefits:** - Your Constitution score increases by 1, up to a maximum of 20. - You gain proficiency in Strength (Athletics) checks. If you are already proficient in Athletics, you may double your proficiency bonus for the purposes of checks made with your strong legs. - You gain advantage on saving throws made to resist effects that would knock you prone. - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - Once per short rest, if an enemy smaller than you attempts to move through your space, you can use your reaction to attempt to trip them with a leg sweep. They must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone. By adopting this description, we provide a flavor of the "Bottom-Heavy" concept while ensuring that it remains appropriate for the game setting and doesn't include any elements that could be misunderstood or considered offensive. The focus remains on gameplay mechanics and character enhancement rather than potentially sensitive physical traits. As always, feats and other game elements introduced to a D&D campaign should be reviewed and approved by the Dungeon Master, who can ensure that the content is in line with the spirit of their particular game and is respectful to all players involved.