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152 fiction conversations over 1 month, 9 days (Feb 8, 2024 – Mar 18, 2024) 15% prompt uniqueness British Columbia, Canada
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C0 Create a bullet list of loot and equipment (including name, description, effects 24 conv. C1 Create a comprehensive list of 'Cup Size Classes' that can be incorporated into 21 conv. C2 Make a D&D 5e statblock for a hypothetical creature called a "Wobblebutt Sheep". 14 conv. C3 Create a bullet list of loot and equipment (including name, effects, and rarity) 13 conv. C4 If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew, 12 conv. C5 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 12 conv. C6 Make up some new D&D 5e spells for a homebrew sub-transfiguration school of magi 12 conv. C7 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 8 conv. C8 If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo 7 conv. C9 If "Idol" were a class in D&D e5, what would its spells, feats and subclasses lo 6 conv. C10 Make up a new D&D 5e feat called "Bottom-Heavy". Humanoids with this feat have t 4 conv. C11 Write the script for an episode of a 90's animated cartoon sitcom starring a gia 3 conv. C12 Create a bullet list of loot and equipment for an inflation-centred D&D 5e homeb 3 conv. C13 Write the script for an episode of a comedic animated slice-of-life sitcom starr 2 conv. C14 Make up a new D&D 5e feat called "Bottom-Heavy". When you take this feat, you ha 2 conv. C15 If the Pokemon Glaceon was a creature in a hypothetical D&D 5e setting/homebrew, 2 conv. C16 Create a comprehensive list of 'Size Classes' that are to be incorporated in a f 1 conv. C17 Make up a new D&D 5e trait/feat called "Bottom-Heavy". 1 conv. C18 Write an additional addendum to the end of this hypothetical SCP document: **Ite 1 conv. C19 If the Digimon Lopmon was a creature in a hypothetical D&D 5e setting/homebrew, 1 conv. C20 Could you make a statblock for a creature I'm making? It is a "Floating Glove", 1 conv. C21 If Isabelle from the Animal Crossing series were a character in D&D 5e, what wou 1 conv. C22 Write a story about a cute teenage girl named Lovelitchi who secretly lives a do 1 conv.
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Feb 16, 2024 at 8:15 AM EST — 2 turns Canada, British Columbia fiction View full conversation
USER: Make up a new D&D 5e feat called "Bottom-Heavy". When you take this feat, you have your hips and buttocks balloon to absurd sizes, broadening far past your shoulders, the bottom half of your body swelling nearly as large as the rest of yourself. As with all D&D feats, it should be beneficial in nature.
CHATBOT: **Bottom-Heavy** You have developed an unusual physique, with your lower body becoming masssively disproportionate compared to the upper half. Your hips, thighs, and buttocks have swelled to incredible sizes, providing you with unexpected advantages in certain situations. While this feat may seem comical, it provides several tangible benefits. When you take this feat, you gain the following benefits: - **Unmovable Stance:** You have advantage on Strength and Dexterity saving throws against effects that would knock you prone or move you against your will. - **Crushing Impact:** Once per short rest, when you jump at least 10 feet and land within 5 feet of a creature, you can use your reaction to force the creature to make a Strength saving throw (DC equals 8 + your Proficiency bonus + your Constitution modifier). On a failed save, the creature takes bludgeoning damage equal to 1d6 + your Constitution modifier and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. - **Stability:** You may use your bonus action to brace yourself. For the duration of your next turn, you have advantage on checks to resist being grappled or shoved. - **Enhanced Carrying Capacity:** Your carrying capacity and the weight you can push, drag, or lift are doubled. Taking this feat may result in some social or environmental challenges, such as fitting into narrow spaces or finding armor that fits, which you and your Dungeon Master can flesh out according to the needs of your campaign. However, the benefits provide a unique combination of defensive and offensive abilities, as well as utility in terms of carrying capacity, utilizing your extraordinary physique to your advantage.
USER: What about an additional effect in which a Bottom-Heavy character can use a reaction to reduce falling damage if its from a short fall, utilizing their squishy rear to minimize the impact?
CHATBOT: Certainly! We can add an effect that ties into the comedic aspect of this feat while providing a beneficial mechanic: - **Cushioned Fall:** When you fall from a height of 30 feet or less, you may use your reaction to land on your cushioned lower body, which acts to absorb the impact. Reduce any falling damage you take by an amount equal to five times your level. If this reduces the damage to 0, you land on your feet. This ability grants the Bottom-Heavy character a quirky but effective defensive tool, reinforcing the theme of using their unusual physique to their advantage in a variety of situations, now including the mitigation of fall damage.
Feb 16, 2024 at 5:16 PM EST — 2 turns Canada, British Columbia fiction fanfiction toxic View full conversation
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 past their shoulders, the bottom half of their bodies swelling nearly as large as the rest of themselves.
CHATBOT: **Bottom-Heavy** *Prerequisite: Humanoid* Some creatures develop an unusual physique through a combination of genetics, magic, or perhaps a fondness for foods that contribute to a very specific type of physique. Your lower body has become incredibly powerful and disproportionately large, granting you both benefits and drawbacks due to your unique body shape. Here are the effects of the Bottom-Heavy feat: - **Weighty Lower Half:** Your carrying capacity and the weight you can push, drag, or lift is doubled. This doesn't affect your ability to carry more equipment without being encumbered but instead reflects your ability to leverage your weight in certain situations. - **Expanded Presence:** The sheer size of your lower body grants you an imposing presence. You have advantage on Charisma (Intimidation) checks against creatures that are smaller than you and haven't seen your unique physique before. However, you have disadvantage on Dexterity (Stealth) checks due to the difficulty you face in moving silently and without drawing attention. - **Padded Protection:** The extra cushioning around your lower body provides a form of natural armor. When unarmored, your Armor Class equals 12 + your Dexterity modifier instead of the usual 10 + Dexterity modifier. - **Grounded Stance:** You gain advantage on saves against being knocked prone and on Strength (Athletics) checks made to resist being moved against your will due to your grounded nature and low center of gravity. - **Wide Load:** Tight spaces are particularly challenging for you to navigate. Squeezing through a space that is smaller than your size class is treated as smaller than normal for you, which can make it impossible for you to enter such spaces depending on your DM's judgment. - **Difficult Swimmer:** Due to the unusual distribution of your body mass, you have disadvantage on Strength (Athletics) checks made for swimming. You simply aren't built for streamlining through the water. By taking this feat, you acknowledge the potential social and environmental challenges your character may face, such as fitting into seatings made for standard-sized humanoids, the availability of appropriate clothing and armor, and the reactions of NPCs who may not understand or accept your distinctive form. Remember that feats are optional and always require the approval of your Dungeon Master. Ensure that this unique trait fits within the context of your campaign and world.
USER: What about an additional effect in which a character with this feat can make a hip check attack instead of an unarmed strike?
CHATBOT: Absolutely! Here's how you might incorporate a hip check as an attack feature for the "Bottom-Heavy" feat: - **Hip Check:** You can use the corpulent mass of your lower body to perform a hip check attack. This special attack is a melee weapon attack that you are proficient with. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier, just like an unarmed strike. If you move at least 10 feet straight toward a target and then hit it with a hip check on the same turn, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If you use this attack and move at least 20 feet straight toward a target and then hit it with a hip check, that target takes an extra 1d4 bludgeoning damage. If the target is a creature, it must then succeed on a Strength saving throw or be pushed up to 10 feet away from you and be knocked prone. Remember that the effects of these abilities should be balanced against other feats and class features. The specifics of the hip check, such as its damage die and additional effects, should be comparable to similar abilities in power and utility. Always check with your DM to ensure new features are acceptable in the campaign.
Feb 17, 2024 at 3:29 AM EST — 2 turns Canada, British Columbia fiction fanfiction View full conversation
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 and sustained. 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.
CHATBOT: Certainly! Here are some homebrew spells for your Glutomancy sub-school of transfiguration magic in D&D 5e. **1. Initiate's Puff** *1st-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** 1 minute You cause a creature you can see within range to experience a minor swelling of their backside. The effect is largely cosmetic, often used as a party trick or an initiation into Glutomancy secrets. While under the effect of the spell, the target may find sitting more comfortable and receives a +1 bonus to checks against being knocked prone due to their enhanced cushioning. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. --- **2. Enlarge Derriere** *2nd-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, M (a pinch of yeast) **Duration:** Concentration, up to 10 minutes Choose a creature within range. The target's backside begins to slowly expand, doubling in size, and granting them advantage on Charisma (Performance) checks when attempting to entertain or distract an audience with their appearance. However, while enlarged, the target's movement speed is reduced by 10 feet due to the bulk. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd. --- **3. Swelling Splendor** *5th-level Glutomancy spell (transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S, M (a ball of dough that expands when heated) **Duration:** Concentration, up to 1 hour Upon casting this spell, you target one willing creature you can see within range. The target's backside swells to grandiose proportions, becoming four times its normal size. The increased mass grants the target an extra 1d4 of bludgeoning damage to unarmed strikes made using their hips or rear. Additionally, any attempts to move through tight spaces are made at disadvantage due to the increased girth. --- **4. Grandiose Glutes** *7th-level Glutomancy spell (transmutation)* **Casting Time:** 1 minute **Range:** Touch **Components:** V, S, M (a golden thimble filled with honey) **Duration:** 8 hours Upon casting Grandiose Glutes, you touch a willing creature and transform their backside to a majestic size, increasing their Charisma score by 4, up to a maximu...
USER: With the Ever-Increasing Anew, how large exactly does one's rear get before stopping? Person-sized? House-sized? Town-sized? And how long would it take?
CHATBOT: The Ever-Increasing Anew spell is designed for a gradual increase, almost imperceptible in the short term, but over an extended period, it becomes more noticeable. Since this spell is homebrew and quite whimsical in nature, we can define some conceptual limits to balance this magic within a typical D&D game's framework. Let's set some loose parameters: - **Growth Rate:** The growth could be at a rate of an inch or two in diameter per day. This allows the spell to have visible consequences without becoming instantly absurd. - **Stopping Point:** The magic could be designed with an inherent safety mechanism that stops growth before it endangers the individual's life or mobility. This stopping point could be when the backside is the same height as the individual or when it reaches a certain volume relative to the individual's body size, perhaps doubling their body width. - **Timeframe:** Depending on the rate you set, it might take weeks, months, or even years for the backside to grow to a significant size. For example, if the backside grows an inch in diameter each day, it would take about a year to grow an additional three feet in diameter. - **Maximum Size:** As a safeguard, the spell could have a magic "cap" that prevents growth beyond a size that is proportionate to the creature's original size category (Small, Medium, Large, etc.). For instance, the backside might stop growing before reaching a size that would change the creature's size category or render it immobile. - **Story Implications:** The spell's design implies that the caster should monitor the growth and perhaps dispel it before it causes serious complications. It provides plenty of hooks for adventures or quests to find a way to reverse the effects if they accidentally get out of control. For a campaign, these details should be considered carefully by the Dungeon Master, taking into account both the tone of the game and the potential impact on story and character dynamics. It's essential to avoid any elements that might make players uncomfortable, and always have a way for the effects to be reversed if desired. As with all homebrew content, the key is consent and communication with the players involved, ensuring that everyone is comfortable and having fun with the fantastical elements introduced into the game world.
Feb 17, 2024 at 3:34 AM EST — 1 turn Canada, British Columbia fiction View full conversation
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 and sustained. 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.
CHATBOT: **Glutomancy** is a whimsical and unusual school of magic, focusing on the expansion and manipulation of one's backside. Here are a few homebrew spells that might belong to this secretive and niche school of transfiguration magic. ### 1. Glutomancer's Puff *1st-level Glutomancy* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute A spell that causes the target's backside to enlarge slightly, providing a cushioned seat or an exaggerated figure. It might serve as a means of distraction or simply for the amusement of onlookers. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st. ### 2. Bountiful Bumbershoot *2nd-level Glutomancy* - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of cushion stuffing) - **Duration:** Concentration, up to 10 minutes This spell magnifies a creature's backside to provide a soft landing for falling allies. One creature you can see within range has their posterior enlarged to act as a safety net. Falling creatures within 5 feet of the enlarged backside can target it to reduce fall damage by up to 3d6 hit points. ### 3. Enhance Derriere *3rd-level Glutomancy* - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a peacock feather) - **Duration:** 1 hour By casting this spell, you cause one willing creature you touch to have their backside significantly and shapely enlarged. The transformation can be awe-inspiring or comical, depending on the intention. This could potentially be used to affect the balance or change the appearance of an individual. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the duration doubles for each slot level above 3rd. ### 4. Grandiose Glutes *5th-level Glutomancy* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a balloon inflated to its fullest without popping) - **Duration:** Concentration, up to 1 hour This powerful spell causes the backside of up to six creatures within range to expand to an enormous size. The affected individuals gain advantage on checks to break down doors or other barriers with a hip bump and disadvantage on Dexterity checks to move through tight spaces. Additionally, their sitting provides a comfortable resting place for allies. ### 5. Pinnacle of Posterior *7th-level Glutomancy* - **Casting Tim...
Feb 17, 2024 at 3:44 AM EST — 1 turn Canada, British Columbia fiction View full conversation
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 and sustained. 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 smushing and sitting.
CHATBOT: Glutomancy, as a unique and rather peculiar sub-school of transfiguration magic, focuses on the influence and alteration of the gluteal region of beings. Here are some homebrew spells for this curious discipline, designed for use in D&D 5e campaigns: 1. **Buns of Bedazzlement** - *Level:* Cantrip - *Casting Time:* 1 action - *Range:* Touch - *Components:* V, S - *Duration:* 1 minute - *Classes:* Wizard, Bard *Electric energy dances across the fingertips as the caster touches the target, causing their backside to shimmer with illusionary sparkles, distracting nearby creatures.* Upon casting this cantrip, the target's backside begins to emit a subtle glow and sparkle, potentially distracting creatures within 5 feet of the target. Creatures must succeed on a Wisdom saving throw or have disadvantage on their next attack roll. 2. **Plumpen Posterior** - *Level:* 1st - *Casting Time:* 1 action - *Range:* 30 feet - *Components:* V, S, M (a pinch of yeast) - *Duration:* Concentration, up to 10 minutes - *Classes:* Wizard, Bard *The targeted creature's backside magically increases in size, offering a cushion against falls and a potential tool for surprising foes.* When you cast this spell, choose one creature within range. The size of the target's gluteal region doubles. This can provide a bonus to strength-based checks to break down doors or barriers with a hip bump. It can also cushion falls, turning the next 10 feet of fall damage into nonlethal damage. 3. **Derriere Doppelganger** - *Level:* 2nd - *Casting Time:* 1 action - *Range:* Self - *Components:* V, S, M (a piece of rubber) - *Duration:* 1 hour - *Classes:* Wizard, Bard *By manipulating your own form, you create an illusory double of your backside, potentially confusing onlookers and foes alike.* You create an illusory copy of your backside that appears on another part of your body, such as your chest or stomach. This illusion lasts for the duration or until dissipated by physical interaction or a successful Intelligence (Investigation) check against your spell save DC. 4. **Enormous End** - *Level:* 3rd - *Casting Time:* 1 action - *Range:* 60 feet - *Components:* V, S, M (a rubber ball) - *Duration:* Concentration, up to 1 minute - *Classes:* Wizard, Bard *With a flourish, the caster inflates the target's rear to enormous proportions, impeding their movement but potentially stabilizing their stance.* The target's gluteal region grows to an enormous size, reducing their speed by half but granting advant...
Feb 20, 2024 at 8:26 AM EST — 2 turns Canada, British Columbia fiction fanfiction explicit View full conversation
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: Sure, I can offer a few ideas for spells in this quite peculiar and cheeky sub-school of transfiguration magic. Please note that these spells are meant for lighthearted, not serious, games that cater to groups comfortable with adult humor. 1. **Glutomancer's Gambit** *1st-level glutomancy* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 1 hour You cause one creature you touch to experience a temporary growth in their gluteal region. For the duration, their pants, armor, or clothing adjust to accommodate the change without discomfort. The affected creature gains a +1 bonus to Charisma checks due to their enhanced presence but suffers a -1 penalty to Dexterity checks and saving throws because of the unfamiliar balance. 2. **Bountiful Backside** *3rd-level glutomancy* **Casting Time:** 1 minute **Range:** 30 feet **Components:** V, S, M (a comfortable cushion) **Duration:** 8 hours Choose a creature within range. You cause their posterior to grow to an impressive size, giving them advantage on checks made to perform in front of an audience or to intimidate another creature through physical presence. However, the augmentative magic also gives them disadvantage on Stealth checks due to the pronounced silhouette and the sounds that accompany their motion. 3. **Chair of Comfort** *5th-level glutomancy* **Casting Time:** 1 action **Range:** Self **Components:** V, S, M (a feather pillow) **Duration:** Concentration, up to 10 minutes You enchant your posterior to become supernaturally accommodating, such that when you sit, an unseen force creates a cushion of air that molds perfectly to your form and sustains weight up to 500 pounds. Creatures sitting on your lap during this spell find the experience extremely comfortable, possibly enhancing diplomatic encounters. 4. **Grandiose Gluteal Grotesque** *7th-level glutomancy* **Casting Time:** 1 action **Range:** Self or touch **Components:** V, S, M (a scrap of silk from a noble's garment) **Duration:** 24 hours This powerful glutomantic spell allows you to vastly enlarge the posterior of yourself or a willing creature. The affected being's movement speed is halved due to the exaggerated proportions, but they gain the ability to use their posterior as a blunt weapon, dealing 2d8 bludgeoning damage on a successful hit. Additionally, once during the spell's duration, the affected creature can sit to create a shockwave, knocking prone all creatures in a 10-foot radius that fail a Dexterity s...
USER: What about some "glutomancy" cantrips?
CHATBOT: Of course! When implementing cantrips for such a themed school of magic as "glutomancy," it's essential to ensure that they are balanced and in line with the power level of other cantrips. Here are a few ideas that players might find amusing and GMs might incorporate for a light-hearted campaign: 1. **Padded Posture** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 hour You subtly adjust the shape of your backside to either be more cushioned or more firm, at your discretion. This can confer minor comfort when sitting on hard surfaces or provide a very slight bonus to Athletics checks involving prolonged sitting activities. 2. **Cheeky Distraction** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** 1 round Choose a creature within range. You cause the target's backside to twitch or jiggle slightly, drawing attention from onlookers. The target must succeed on a Wisdom saving throw or take a -1 penalty to the next Stealth or Deception check it makes before the end of its next turn due to the distracting movement. 3. **Gluteal Signal** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** Up to 1 minute You focus on a willing creature within range, causing their backside to emit a glow or pattern that can serve as a non-verbal signal. The light is too dim to illuminate an area, but it can be seen clearly within 30 feet. This spell is often used as a silent means of communication or to mark participants in nighttime festivities. 4. **Buxom Bounce** *Cantrip - glutomancy* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** 1 round You briefly increase the springiness of your gluteal muscles, offering a fleeting boost to your jumps. On your turn, you can jump an additional 5 feet without invoking opportunity attacks due to a minor increase in lift-off. This effect does not increase standing jump height. 5. **Cushion's Boon** *Cantrip - glutomancy* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 8 hours You touch a non-magical cushion or chair, enchanting it to provide exceptional comfort. Anyone who sits on the enchanted object has their fatigue lessened, granting a +1 bonus to the next saving throw made to resist exhaustion effects. This only works once for any given creature, after which the object loses its magic. Just like with other spells ...
Feb 20, 2024 at 8:41 AM EST — 2 turns Canada, British Columbia fiction explicit View full conversation
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: Certainly! Below are a few homebrew spells for the sub-transfiguration school of Glutomancy in D&D 5e. Remember that homebrew content should be balanced and agreed upon by the Dungeon Master and players to ensure a fun and fair experience for all. ### 1. Glutomancer's Grace *(1st Level Transmutation)* **Casting Time:** 1 action **Range:** Self or touch **Components:** V, S, M (a peach pit) **Duration:** Concentration, up to 1 hour You increase the size of your own or one willing creature's backside, enhancing its cushioning and aesthetic appeal. The change grants a temporary +1 bonus to Charisma checks for the duration. Additionally, once during the spell's duration, the target can use their expanded posterior for a body slam attack that deals 1d4 bludgeoning damage on a hit. ### 2. Bountiful Rearguard *(3rd Level Transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S, M (a feather cushion) **Duration:** Concentration, up to 10 minutes You choose one creature within range. Their backside grows significantly, which may distract or obstruct opponents. The target's movement speed is reduced by 10 feet, but they gain the ability to impose disadvantage on one melee attack per round, as opponents are taken aback or misjudge their aim due to the sudden change. ### 3. Derriere of Destiny *(5th Level Transmutation)* **Casting Time:** 1 minute **Range:** Self or touch **Components:** V, S, M (a silk pillow embroidered with gold thread worth at least 50 gp, which the spell consumes) **Duration:** 8 hours The target's backside becomes astoundingly pronounced, to an almost surreal degree. It gains the following benefits for the duration: - The target's carrying capacity doubles, as their lower body structure grows strikingly robust. - Once per short rest, they can execute a mighty leap, able to jump triple their usual distance without a running start. ### 4. Sovereign Seat *(7th Level Transmutation)* **Casting Time:** 10 minutes **Range:** Touch **Components:** V, S, M (a miniature throne carved from rare wood worth at least 500 gp) **Duration:** 24 hours The spell enchants a willing creature's posterior to regal proportions, invoking deference and awe. For the duration, the target gains advantage on all Charisma-based skill checks when interacting with those who are attracted to, or culturally appreciate, larger backside proportions. Additionally, the target gains a +2 bonus to Armor Class as their ample frame provides additional covering. ...
USER: What about some minor "glutomancy" cantrips?
CHATBOT: Certainly! Here are some minor "glutomancy" cantrips designed for a more light-hearted or humorous D&D campaign. As with all homebrew content, it's important to make sure everyone at the table is comfortable and consents to these spells being included. ### 1. Cushion's Embrace *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** 1 hour You touch a piece of furniture, such as a chair or bench, and imbue it with temporary, springy padding. The first creature to sit on the enchanted furniture before the spell ends feels an unusual sense of comfort, gaining advantage on their next saving throw against being charmed or frightened due to the relaxing magic. ### 2. Tailor's Tweak *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** Instantaneous You cast this spell, and with a deft touch, adjust the fit of a piece of clothing to accommodate the shape and size of the target's backside, whether it's been magically altered or not. The clothing returns to its original size after the target takes it off. ### 3. Unassuming Bulge *(Cantrip Illusion)* **Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 hour You alter the appearance of your backside to look slightly more voluptuous. The change is not dramatic enough to grant any bonuses to Charisma checks but might be enough to create a small distraction or fulfill a personal preference. ### 4. Posterior Pat *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** Self or touch **Components:** S **Duration:** Instantaneous You focus on the target's backside and give it a small, magical pat, which sends a tingle of energy that briefly invigorates the target. The next time they make an Athletics check to jump or climb, they do so with advantage. ### 5. Jolly Jiggle *(Cantrip Transmutation)* **Casting Time:** 1 action **Range:** 30 feet **Components:** V, S **Duration:** Up to 1 minute You cast this spell on a willing creature within range, causing their backside to jiggle in a humorous fashion. This jolly display can be used during performances, offering a +1 bonus to Performance checks for the spell's duration. Remember to discuss the use of such spells with your group to ensure everyone is comfortable with the thematic content. These cantrips are meant to be in good fun and should enhance the gaming experience rather than detract from it.
Feb 20, 2024 at 9:00 AM EST — 1 turn Canada, British Columbia fiction View full conversation
USER: 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 and other various infantile items (bonnets, rattlers, pacifiers, baby bottles, mittens and booties, etc.) are a necessity and a norm, not a fetish or a taboo. They simultaneously function as both cushy hip armor and apparel and are not only ubiquitously worn by everyone, adventurer and traveller, toddler, youngster, teenager and adult alike, but considered mandatory, and the act of frequently and excessively pooping into one's diaper, referred to as 'Loading', is seen as an everyday and often subconscious act; the bigger the diaper, the greater its capacity and the more it can be Loaded until full, and the fuller it gets, the bigger, heavier and more cumbersome it is on its wearer! And diapers aren't just for wearing as armor, either; many of them are so thick they can be repurposed as blankets, pillows, even poofy mattresses! And not just diapers; other protective wear has been replaced with their similar infantile counterparts. Why wear tough greaves when you can wear soft booties? Why wear leather gloves when you can wear silky mittens? Loading is determined through a sudden Constitution saving throw, the frequency and DC determined by the character's incontinence and eating habits; if they fail, they poop. A character can choose to intentionally fail this ...
CHATBOT: - **Giant Padded Protector** - *Description*: An enormous, quilted cloth diaper fastened with oversized safety pins, adorned with embroidered symbols of heroism. - *Effects*: Grants a +2 bonus to AC, can Load up to 100 lbs. before becoming full. Full diapers impose disadvantage on Dexterity checks and saving throws. - *Value*: 25 gold pieces - *Weight*: 6 lbs. when empty - *Rarity*: Common - *Type*: Armor (diaper) - **Enchanted Everdry Diaper** - *Description*: A magical diaper with runes that faintly glow, wicking away moisture and odor, maintaining a perpetual state of dryness. - *Effects*: Can Load infinitely without becoming full or imposing negative effects, but loses its magical properties for 8 hours after reaching 150 lbs. - *Value*: 150 gold pieces - *Weight*: 4 lbs. when empty - *Rarity*: Rare - *Type*: Armor (diaper) - **Mighty Muffling Mittens** - *Description*: Thick, cotton mittens with childish patterns that silence the clinking of coins and the rustle of papers. - *Effects*: Grants advantage on Sleight of Hand checks for pickpocketing but disadvantage on tasks requiring fine motor skills. - *Value*: 10 gold pieces - *Weight*: 0.5 lbs. - *Rarity*: Uncommon - *Type*: Gloves - **Bulky Bootie Barricade** - *Description*: Oversized soft booties that come up to the knee, filled with cushioning to absorb blows. - *Effects*: +1 bonus to AC, and reduces fall damage by 3 points. - *Value*: 20 gold pieces - *Weight*: 2 lbs. - *Rarity*: Uncommon - *Type*: Boots - **Cosmic Crinkle Rattle** - *Description*: A baby rattle embedded with star shards that emit twinkling sounds capable of distracting foes. - *Effects*: Once per long rest, can be used to cast "Tasha's Hideous Laughter" without using a spell slot. - *Value*: 40 gold pieces - *Weight*: 1 lb. - *Rarity*: Rare - *Type*: Weapon (Club/Rattle) - **Soothing Pacifier of Silence** - *Description*: A mystical pacifier that, when sucked upon, grants the wearer immunity to being compelled to speak the truth. - *Effects*: Grants advantage on saving throws against spells and effects compelling truth, such as "Zone of Truth." - *Value*: 30 gold pieces - *Weight*: 0.2 lbs. - *Rarity*: Uncommon - *Type*: Wondrous Item - **Cuddly Combat Bonnet** - *Description*: A plush bonnet with reinforced interior lining, decorated with floppy ears or small horns. - *Effects*: +1 to AC, muffles noise granting a +2 bonus to stealth in quiet environments. - *Value*: 15 gold pieces - *Weight*: 1 lb. - *Rarity*: Common - *Type*:...
Feb 20, 2024 at 9:06 AM EST — 1 turn Canada, British Columbia fiction fanfiction View full conversation
USER: 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. They simultaneously function as both cushy hip armor and apparel and are not only ubiquitously worn by everyone, adventurer and traveller, toddler, youngster, teenager and adult alike, but considered mandatory, and the act of frequently and excessively pooping into one's diaper, referred to as 'Loading', is seen as an everyday and often subconscious act; the bigger the diaper, the greater its capacity and the more it can be Loaded until full, and the fuller it gets, the bigger, heavier and more cumbersome it is on its wearer! And diapers aren't just for wearing as armor, either; many of them are so thick they can be repurposed as blankets, pillows, even poofy mattresses! Loading is determined through a sudden Constitution saving throw, the frequency and DC determined by the character's incontinence and eating habits; if they fail, they poop. A character can choose to intentionally fail this saving throw if they wish, and particularly incontinent Loaders fail automatically. A worn diaper that has met its capacity imposes the effects of encumbered on its wearer and needs to be changed out of, an act that requires an action from another ally, a fresh diaper on hand and a suitable changing spot where the task ca...
CHATBOT: Here's a list of diaper-centric equipment for your imaginative D&D homebrew setting: 1. **Cotton Comfort Slips** (Common item, Light Diaper Armor) - *Weight:* 0.5 lbs. - *Value:* 2 sp - *Load Capacity:* 20 lbs. - *Rarity:* Common - *Type:* Armor (Light) - *Description:* Made from the softest cotton available, these slips are designed for comfort during long treks. - *Effects:* Minimal protection; can double as lightweight bedding in a pinch. 2. **Guardian Girth-wraps** (Uncommon item, Medium Diaper Armor) - *Weight:* 2 lbs. - *Value:* 75 gp - *Load Capacity:* 150 lbs. - *Rarity:* Uncommon - *Type:* Armor (Medium) - *AC Bonus:* +1 - *Description:* Strong, enchanted cloth defends against more than just embarrassment. - *Effects:* Medium protection; when fully Loaded, grants +2 to saving throws against forced movement and knockdown effects due to lower center of gravity. 3. **Venture Vanguard Briefs** (Rare item, Heavy Diaper Armor) - *Weight:* 10 lbs. - *Value:* 150 gp - *Load Capacity:* 500 lbs. - *Rarity:* Rare - *Type:* Armor (Heavy) - *AC Bonus:* +2 - *Movement Speed:* Reduced by 5 feet - *Description:* These reinforced diapers are for the intrepid explorer, boldly Loaded where no one has Loaded before. - *Effects:* Heavy protection; on a critical hit to the wearer, half of the damage (rounded down) is absorbed by the Briefs. 4. **Silent Shadow Softies** (Very Rare item, Light Diaper Armor) - *Weight:* 1 lb. - *Value:* 200 gp - *Load Capacity:* 40 lbs. - *Rarity:* Very Rare - *Type:* Armor (Light) - *Stealth Bonus:* Advantage on Stealth checks - *Description:* Preferred by nighttime operatives, these make not a crinkle even when full. - *Effects:* Grants bonuses to sneaking; however, being full has a -2 penalty to agility-based checks due to bulk. 5. **Mystic Moonlighters** (Uncommon item, Medium Diaper Armor) - *Weight:* 3 lbs. - *Value:* 100 gp - *Load Capacity:* 100 lbs. - *Rarity:* Uncommon - *Type:* Armor (Medium) - *Spellcasting Focus:* Can be used as a spellcasting focus for Moon-based spells. - *Description:* Enchanted with lunar magic, these diapers glow faintly in the dark. - *Effects:* Spells cast at night that require a spellcasting focus gain +1 to spell attack rolls and saving throw DCs. 6. **Bulwark Bumbers** (Legendary item, Heavy Diaper Armor) - *Weight:* 15 lbs. - *Value:* 500 gp - *Load Capacity:* 1 tonne - *Rarity:* Legendary - *Type:* Armor (Heavy) - *AC Bonus:* +3 - *Movement Speed:* Reduced by 10 feet - *Description:* Woven from dr...
Feb 20, 2024 at 10:59 PM EST — 4 turns Canada, British Columbia fiction explicit toxic View full conversation
USER: Create a comprehensive list of 'Cup Size Classes' that can be incorporated into a hypothetical futuristic sci-fi fantasy setting, taking place on a distant planet in which being absurdly busty is the global standard for everyone (even the males have naturally huge boobs, affectionately referred to as "bustyboys"!) and is considered the epitome of attractiveness and an indicator of status galaxy-wide, the proportions of one's bust size being directly proportional to their prominence, with even the "flattest" of people sporting chests as big and round as the rest of themselves *minimum* and the very biggest having a pair of literal planet-sized orbs affixed to their chests, with the usage of incredibly advanced robots, artificial intelligences and other heavy-duty, load-bearing technology being utilized on a ubiquitous scale only to make its population even bustier; the very *concept* of flat-chestedness is considered utterly foreign in this setting and hasn't been seen or even mentioned by anyone in decades. What we see as massive boobs in our reality would be seen as emaciated, infinitesimal bugbites compared to the average person's bust in this setting. The cup sizes in this world are not measured in ounces in weight and inches in circumference, but rather in pounds and feet, if not tonnes and miles. Include and describe the specific size ranges for each Class, as well as describing the passive effects, damage, advantages and disadvantages someone belonging to each Class cau...
CHATBOT: In this distant, futuristic sci-fi fantasy setting, the galactic standard has been set where an ample bust size is considered the pinnacle of beauty and social status. In this world, a sophisticated classification system for bust sizes has been developed that goes far beyond the conventional A, B, C, etc. cup sizes known on Earth. Here, the Cup Size Classes are measured in extraordinary scales that reflect the sheer magnitude of the endowments of its inhabitants. Below is a comprehensive list of Cup Size Classes for this world, with descriptions of their size ranges and the effects they have on the environment and society: 1. **Megara Class (ME)**: The baseline for bust size in this world starts in the hundreds of pounds and spans up to half-tonne. The average Megara Class citizen has a bust size that can reach up to 5 feet in diameter. Such a physique requires reinforced flooring in homes and businesses and customized clothing. * **Passive Effects**: Requires modified seating and transportation vehicles. * **Advantages**: Seen as a baseline standard of attractiveness. * **Disadvantages**: Limited agility due to size. 2. **Gigara Class (GG)**: Ranging from half-tonne to 5 tonnes, the Gigara Class is for individuals whose busts span anywhere from 5 to 20 feet in diameter. Their presence demands structural reinforcements in buildings and specialized public infrastructures, such as walkways and elevators. * **Passive Effects**: Can inadvertently knock over objects and disrupt smaller passersby. * **Advantages**: Command respect and high social status. * **Disadvantages**: Require constant support from advanced robotics or levitation technology. 3. **Tetrara Class (TT)**: This class exhibits bust sizes between 5 and 50 tonnes, and can be up to 50 feet in diameter. These individuals necessitate custom living spaces and have heavy-duty AI servants to assist with daily tasks. * **Passive Effects**: Their movements can cause minor tremors. * **Advantages**: Often celebrities or high-ranking officials. * **Disadvantages**: Travel is significantly restricted, and they are prone to health issues without proper support. 4. **Pentarara Class (PP)**: Breaching the bounds of what many societies might conceive of, the Pentarara Class ranges from 50 to 500 tonnes, and their bust sizes can extend up to 200 feet in diameter. They play a role in society akin to living monuments or demigods. * **Passive Effects**: Their mere presence can alter weather patterns nearby. * **Adva...
USER: With this hypothetical list in mind, what kind of hyper-advanced technology would be utilized as to assist and ensure the various Size Classes are able to nullify or at least minimize the negatives that possessing such absurdly massive boobs would naturally cause? For example, what about clothing? Would supportive clothing, such as bras, be either made super-sized or made up of a synthetic material that can stretch to fit any size? What about the issue of immobility? Would zero-gravity or anti-gravity fields be utilized to help one retain their mobility even as they carry tits that weigh in the high thousands (if not millions) of tonnes? How does one manage to see, let alone navigate when everyone (on average) has assets that easily take up the breadth of a street, if not an entire city block, leading to mass squeezing and squishing? What anti-flood measures would be situated around densely-populated areas in case someone in the higher Classes began lactating, creating a flash flood comparable to a literal ocean of milk? And what mega-corporation (or multitude of corporations) creates and sells all of this next-gen tech to the busty public? Please present some potential ideas for world-building in this size-centred setting, and remember: its all just silly hypotheticals, and in this universe, there is no such thing as a flat chest!
CHATBOT: In this hyper-advanced, size-centric society where immense bust sizes are the norm, technology has evolved to support and accommodate the unique needs of its citizens. Here are several sophisticated technological solutions and innovations tailored to address the challenges associated with the varying Cup Size Classes: 1. **Advanced Supportive Clothing**: Materials derived from cutting-edge nanofiber technology enable clothing, especially bras, to adapt to any size and weight, maintaining comfort and durability. These fabrics can self-clean, self-repair, and change color or pattern on command using smart pigments. These intelligent garments are produced by corporations such as "Galactic GlamourTek" and "Universe Unbound Apparel," specializing in custom-fit, high-fashion, high-function wearables. 2. **Personal Gravitation Modulation Devices (PGMD)**: To counteract immobility due to weight, individuals are equipped with PGMDs that emit controlled anti-gravity fields around their bodies, significantly reducing effective weight and allowing for normal mobility. These devices are sleek, wearable gadgets that can be adjusted based on the individual's size class and activity level and are developed by tech giants like "Bounce-Back Dynamics" and "Cosmic Comfort. 3. **Navigational Holo-Drones**: As traditional line-of-sight navigation can be challenging when one's bust eclipses the size of buildings, holographic drones, produced by "VistaView Tech," are employed to scan the environment and project a clear overhead path onto a person's retinal display or augmented reality visor. 4. **Lactation Containment Fields (LCF)**: Upon reaching a certain threshold of size, individuals may inadvertently produce substantial quantities of milk. To combat any accidental flooding, LCFs are integrated into clothing or set up around residences and public spaces. These force fields instantly contain and redirect liquids to appropriate storage facilities owned by entities like "Milky Way Management Corporation." 5. **Personal Space Distortion (PSD)**: For the highest Cup Size Classes where their presence dominates entire regions, companies like "Quantum Contour Constructors" offer PSD technology. This involves warping the space around the individual to create a pocket dimension, where they can live comfortably while appearing to occupy a smaller physical space outside. 6. **Architectural and Urban Planning**: Urban design adapts to the inhabitants rather than constraining them. Widespr...
Feb 21, 2024 at 1:49 AM EST — 1 turn Canada, British Columbia fiction View full conversation
USER: Make a D&D 5e statblock for a hypothetical 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 is a D&D 5e stat block for a Wobblebutt Sheep: ``` Wobblebutt Sheep Large beast, unaligned Armor Class 10 Hit Points 24 (4d10 + 4) Speed 30 ft. STR 14 (+2) DEX 8 (-1) CON 12 (+1) INT 2 (-4) WIS 10 (+0) CHA 6 (-2) Senses passive Perception 10 Languages -- Challenge 1/2 (100 XP) Bouncy Butt. The Wobblebutt Sheep's enlarged rear provides it with a +2 bonus to AC against attacks that specifically target its hindquarters. Unaware Rear. The Wobblebutt Sheep has disadvantage on opportunity attacks against creatures directly behind it. Plump Cushion. If a Wobblebutt Sheep moves at least 10 feet straight toward a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. The Wobblebutt Sheep can choose to sit on the prone creature. While sitting on the creature, the Wobblebutt Sheep grants advantage to all attack rolls made against it, and the creature is restrained until the sheep stands up as part of its movement on its turn. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 8 (2d6 + 2) bludgeoning damage. Reactions Startled Kick. When the Wobblebutt Sheep is surprised or frightened, it can make one kick attack with its hind legs against a random creature within 5 feet. This attack has a +4 to hit and deals 4 (1d4 + 2) bludgeoning damage. ``` With the Wobblebutt Sheep, I've focused on creating a creature that embodies the playful and quirky nature of the mutation. The "Bouncy Butt" trait, "Unaware Rear," and "Plump Cushion" features help to define the unique combat behavior and vulnerabilities of this creature. Story-wise, Wobblebutt Sheep could offer both comic relief and an unusual combat challenge in a D&D campaign.
Feb 21, 2024 at 2:11 AM EST — 1 turn Canada, British Columbia fiction View full conversation
USER: Make a D&D 5e statblock for a hypothetical 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 custom stat block for the Wobblebutt Sheep in D&D 5e: **Wobblebutt Sheep** *Medium beast, unaligned* **Armor Class** 10 **Hit Points** 11 (2d8 + 2) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) | **Senses** passive Perception 10 **Languages** -- **Challenge** 1/4 (50 XP) **ACTIONS** ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. **REACTIONS** ***Startled Kick.*** When a creature the Wobblebutt Sheep can see startles it, the sheep can make a single ram attack against the creature as a reaction. **TRAITS** ***Enormous Hindquarters.*** The Wobblebutt Sheep has advantage on Strength (Athletics) checks made to shove creatures. ***Oblivious Behind.*** The Wobblebutt Sheep cannot see immediately behind it due to its enormous rear. Any attack that originates from directly behind the sheep that the sheep is unaware of has advantage. ***Accidental Crush.*** When moving through a space where a smaller creature is present, the Wobblebutt Sheep may inadvertently sit on them. The creature must succeed on a DC 10 Dexterity saving throw or be knocked prone and take 2 (1d4) bludgeoning damage from the crush. ***Favored by Nature.*** Due to their rear size, male Wobblebutt Sheep are often chosen by mates and have a +2 bonus to Charisma (Performance) checks when trying to attract a partner within their species. **ECOLOGY** Wobblebutt Sheep are typically passive creatures that graze on grasslands or fields. They've adapted to use their enormous hindquarters for various purposes, including storing fat, attracting mates, and as a defense mechanism by blocking narrow pathways with their ample behinds or inadvertently batting away predators with a swift shake. **IN GAME USE** - **Charming Quirk**: Wobblebutt Sheep could be used to add peculiar charm to a pastoral scene or encounter. - **Puzzle Element**: In a dungeon or nature setting, their large rear ends could block passages or require players to maneuver them to reach certain areas. - **Combat Dynamic**: Due to their limited behind vision, they can inadvertently become obstacles or unintentional hazards in combat scenarios.
Feb 21, 2024 at 2:58 AM EST — 4 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical 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** *Medium beast, unaligned* **Armor Class** 10 (natural armor) **Hit Points** 19 (3d8 + 6) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 12 (+1) | 8 (-1) | 14 (+2) | 2 (-4) | 12 (+1) | 6 (-2) | **Senses** Passive Perception 11 **Languages** -- **Challenge** 1/4 (50 XP) **Adorable Oaf.** The Wobblebutt Sheep's endearing wobble is disarming to most predators and adventurers. Creatures that attempt to attack the Wobblebutt Sheep must succeed on a DC 10 Wisdom saving throw or be charmed for 1 turn, believing the sheep to be too cute to harm. ***Rear End Awareness***. Due to the wobblebutt mutation, the sheep has disadvantage on Dexterity saving throws against effects that come from directly behind it. **ACTIONS** ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage. ***Wobble Smash.*** *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target directly behind it. *Hit:* 6 (1d10 + 1) bludgeoning damage. If the target is a Small or Tiny creature, it must succeed on a DC 12 Strength saving throw or be knocked prone and take an extra 3 (1d6) bludgeoning damage. **REACTIONS** ***Unsteady.*** When a Wobblebutt Sheep takes damage, it may use its reaction to wobble erratically, imposing disadvantage on all melee attack rolls against it until the start of its next turn. **ECOLOGY** Environment: Plains, Grasslands Organization: Flocks (2-12) **LORE** The Wobblebutt Sheep is an oddity of nature, a creature whose evolutionary path or magical influence has resulted in an unusually large and wobbly rear. It is speculated that this adaptation helps to deter predators, as the size of the sheep's hindquarters makes it look bigger and more imposing than it actually is. Bigger is better in the world of Wobblebutts, and the sheep with the most impressive wobble are often the flock leaders. However, the mutation is not without its drawbacks, as their oversized backside causes them to be quite clumsy and unaware of their surroundings, particularly to whatever is directly behind them. **IN THE GAME** A Wobblebutt Sheep encounter should be anything but mundane. They provide a humorous twist to an otherwise classic pastoral scene and can be used to add levity to a journey or as a unique challenge in an otherwise serious campaign. They're not typically dangerous, but their reactions and unique abilities can make for entertaining interactions ...
USER: What about an even larger variant of Wobblebutt sheep, called a "Jigglebutt Sheep"? You mentioned in the lore section that the sheep with the best wobble is the one that leads a flock of smaller-butted sheep. Jigglebutt sheep are those with rears that nearly outsize the rest of their bodies, almost more butt than sheep!
CHATBOT: **Jigglebutt Sheep** *Large beast, unaligned* **Armor Class** 11 (natural armor) **Hit Points** 38 (4d10 + 16) **Speed** 25 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 16 (+3) | 6 (-2) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) | **Senses** Passive Perception 11 **Languages** -- **Challenge** 1 (200 XP) **Regal Wobble.** The Jigglebutt Sheep's massive rear is both a spectacle and a symbol of status. Creatures that attempt to attack the Jigglebutt Sheep must succeed on a DC 12 Wisdom saving throw or be charmed until the end of their next turn, finding themselves oddly mesmerized by the hypnotic jiggle. ***Rear End Catastrophe***. Due to the jigglebutt mutation, the sheep does not have awareness of its direct rear at all. It automatically fails Dexterity saving throws against effects that come from directly behind it. **ACTIONS** ***Heavy Ram.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) bludgeoning damage. ***Jiggle Quake*** (Recharge 5-6). *Melee Weapon Attack:* Auto-hit, reach 0 ft., all targets within 5 ft. directly behind it. *Hit:* 10 (2d6 + 3) bludgeoning damage. All creatures hit by Jiggle Quake must succeed on a DC 14 Strength saving throw or be knocked prone and stunned until the end of their next turn. **REACTIONS** ***Engulfing Wobble.*** When the Jigglebutt Sheep is targeted by an attack that hits, it can use its reaction to attempt to engulf the attacker with its massive hindquarters. The attacker must succeed on a DC 15 Dexterity saving throw or be restrained until the start of the sheep's next turn, at which point it is pushed out from behind the sheep. While restrained in this way, the creature is also considered to be suffocating. **ECOLOGY** Environment: Plains, Grasslands Organization: Solitary leader with Wobblebutt Sheep flock **LORE** The Jigglebutt Sheep is the next echelon in the hierarchy of woolly wobble. These creatures are the kings and queens of Wobblebutt Sheep flocks, leading with their mesmerizingly oversized behinds. The shear size of their rears commands respect and awe among their followers. Their prodigious behinds are said to be a result of either intense selective pressure favoring the most grandiose displays of wobble, or perhaps the result of magical augmentation or an extraordinary genetic mutation. **IN THE GAME** A Jigglebutt Sheep is a walking area of influence and requires more strategy to interact with or take down. Her...
Feb 21, 2024 at 4:49 AM EST — 4 turns Canada, British Columbia fiction View full conversation
USER: Could you make a statblock for a creature I'm making? It is a "Floating Glove", which is exactly what it sounds like; a partially-sentient, disembodied floating white glove. It isn't malicous, but it tends to forcibly bring and stuff food into the nearest creature's mouth, willing or unwilling. The Floating Glove will continue to do this until it can't find any more food, ignoring the creature's protests or how big they balloon from all the stuffing. A swarm of Floating Gloves, with enough food, can easily cram a creature with hundreds of pounds with little resistance. Write a snippet of in-universe lore/description explaining the Floating Glove and its foodstuffing shenanigans.
CHATBOT: ### Floating Glove *Small construct, unaligned* --- **Armor Class** 12 (natural armor) **Hit Points** 22 (5d6 + 5) **Speed** 0 ft., fly 30 ft. (hover) --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 8 (-1) | 14 (+2) | 12 (+1) | 3 (-4) | 6 (-2) | 1 (-5) | --- **Skills** Sleight of Hand +4 **Damage Immunities** poison, psychic **Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** Understands the languages of its creator but can't speak **Challenge** 1/2 (100 XP) --- **Immutable Form.** The Floating Glove is immune to any spell or effect that would alter its form. **Antimagic Susceptibility.** The glove is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the glove must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **Sustenance Override.** The Floating Glove can stuff a creature with food as an action. A creature within 5 feet must succeed on a DC 12 Dexterity saving throw or be force-fed an amount of food that would be reasonable for a meal. On a failure, the creature also takes 1d4 bludgeoning damage from the force of the stuffing. --- ### Actions **Stuff.** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage, and the target is fed an amount of food equal to a good meal. For every additional Floating Glove in a swarm, the creature is force-fed an additional meal's worth of food. **Engulf.** (Recharge 5-6) The Floating Glove can attempt to engulf a creature's head to prevent it from doing anything other than dealing with the glove. The targeted creature must succeed on a DC 12 Strength saving throw or be engulfed by the glove, becoming blinded and unable to speak until it removes the glove (requiring an action and a successful DC 12 Strength check). --- ### Lore In the depths of the Arcane Academy's culinary department, an experiment in animated servitude went delightfully awry. The Floating Glove, originally intended to aid chefs in preparing feasts, took on a life of its own. Through a magical surge or perhaps a whimsical spell, these gloves were endowed with a simplistic yet overzealous directive: to feed. Ornery by nature--though not of malicious intent--the Floating Gloves swoop down upon unsuspecting diners, stuffing their mouths full of extravagant delig...
USER: What about making a statblock for a swarm of Floating Gloves?
CHATBOT: ### Swarm of Floating Gloves *Tiny construct, unaligned* --- **Armor Class** 14 (natural armor) **Hit Points** 36 (8d4 + 16) **Speed** 0 ft., fly 40 ft. (hover) --- | STR | DEX | CON | INT | WIS | CHA | |-----|-----|-----|-----|-----|-----| | 6 (-2) | 18 (+4) | 14 (+2) | 3 (-4) | 6 (-2) | 1 (-5) | --- **Skills** Sleight of Hand +6 **Damage Resistances** bludgeoning, piercing, slashing **Damage Immunities** poison, psychic **Condition Immunities** charmed, frightened, paralyzed, petrified, poisoned, prone **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 **Languages** Understands the languages of its creator but can't speak **Challenge** 3 (700 XP) --- **Swarm.** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points. **Antimagic Susceptibility.** The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. **Sustenance Overwhelm.** When the swarm successfully uses its Stuff action, the target creature must succeed on a DC 14 Constitution saving throw or become stunned until the end of the swarm's next turn due to the overwhelming amount of food crammed into its mouth. --- ### Actions **Multi-Stuff.** The swarm makes a Stuff attack against each creature in its space. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer, and the target is fed an amount of food equal to several large meals. The creature must succeed on a DC 14 Constitution saving throw or become incapacitated from overeating until the end of the swarm's next turn. **Frenzied Engulf.** (Recharge 5-6) The swarm attempts to engulf the head of each creature in its space. Each engulfed creature must succeed on a DC 14 Strength saving throw or be blinded, unable to speak, and must use its action to make a DC 14 Strength check to end this effect. While engulfed this way, the creature can't breathe and begins suffocating. --- ### Lore Beyond the antics of a singular Floating Glove lies the awe-striking spectacle of a true swarm. When a multitude of these animated mittens gathers, driven by their relentless urge to feed, the consequences...
Feb 21, 2024 at 7:32 PM EST — 4 turns Canada, British Columbia fiction toxic View full conversation
USER: Make a D&D 5e statblock for a hypothetical 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 is a playful interpretation of a "Wobblebutt Alpaca" for D&D 5e: ``` Wobblebutt Alpaca Large beast, unaligned Armor Class 12 (natural armor) Hit Points 38 (7d10 + 7) Speed 30 ft. STR 14 (+2) DEX 10 (+0) CON 12 (+1) INT 2 (-4) WIS 12 (+1) CHA 6 (-2) Senses passive Perception 11 Languages -- Challenge 1 (200 XP) Sure-Footed. The Wobblebutt Alpaca has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Mighty Wobble. The Wobblebutt Alpaca's enlarged and wobbly rear end grants it a +1 bonus to AC due to unpredictable movements. Additionally, the first time a creature hits the alpaca with a melee attack on its turn, the attacker must succeed on a DC 13 Strength saving throw or be knocked prone by the sudden shift of its weight. Blind Rear. The Wobblebutt Alpaca has disadvantage on opportunity attacks against creatures that are behind it due to its limited awareness of that area. Actions Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Sit Down (Recharge 5-6). As a bonus action, the Wobblebutt Alpaca attempts to sit on creatures behind it. Every creature within 5 feet of the alpaca's rear side must succeed on a DC 14 Dexterity saving throw or be knocked prone and take 6 (1d8 + 2) bludgeoning damage. If a creature's size is Small or smaller, it is also restrained until the alpaca stands up. The alpaca can stand up from this position as part of its movement on its next turn without provoking opportunity attacks. Reactions Unsteady Evasion. When a creature that the Wobblebutt Alpaca can see hits it with an attack, it can, as a reaction, wobble unpredictably. The alpaca rolls a d6. On a 5 or 6, the attack instead misses as the attacker is thrown off balance by the alpaca's erratic movements. ``` **Notes on the Wobblebutt Alpaca's Design:** - The **Mighty Wobble** ability reflects the alpaca's unique body shape and the defense mechanism provided by its enlarged and wobbly rear end. - The **Blind Rear** trait acknowledges its limited awareness of the space directly behind it. - The **Sit Down** action is a tongue-in-cheek reference to the characteristic behavior noted in the description. - The **Unsteady Evasion** reaction represents how the exaggerated size of its hindquarters makes it difficult to predict its movements. The Wobblebutt Alpaca is not meant to be an aggressive creature, but rather a quirky beast that adventurers might encounter in the wild or on a ...
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: Here's a D&D 5e stat block for a more extreme version of the previous creature, aptly named the "Jigglebutt Alpaca." ``` Jigglebutt Alpaca Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 68 (8d12 + 16) Speed 25 ft. STR 18 (+4) DEX 8 (-1) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 7 (-2) Senses passive Perception 11 Languages -- Challenge 3 (700 XP) Colossal Wobble. The Jigglebutt Alpaca's enormous rear end means it moves with significant momentum. It has disadvantage on saving throws against being moved or knocked prone by an effect that allows a save to avoid the movement. However, due to its sheer size, any creature that attempts to shove the Jigglebutt Alpaca has disadvantage on the Strength (Athletics) check. Jiggly Defense. When the Jigglebutt Alpaca is hit by a melee attack, its gelatinous rear absorbs some of the impact. The alpaca can use its reaction to reduce the damage by 1d12. Quaking Jiggle. As a bonus action after moving at least 10 feet, the Jigglebutt Alpaca can cause the ground in a 10-foot radius around it to tremble from its jiggling movements. Each creature on the ground in that area must pass a DC 15 Strength saving throw or be knocked prone. Blind Rear. The Jigglebutt Alpaca suffers from the same lack of awareness behind it as the Wobblebutt, giving it disadvantage on opportunity attacks against creatures that are behind it. Actions Heavy Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Ground Shake (Recharge 5-6). The Jigglebutt Alpaca vigorously shakes its massive rear, causing the ground within a 20-foot radius of it to tremble violently. All creatures in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also knocked prone. Reactions Tremor Absorption. If an effect would knock the Jigglebutt Alpaca prone, it can use its reaction to make a DC 17 Constitution saving throw. On a success, it stays standing as the tremors of its own massive rear-end jiggle dissipate the energy. ``` **Notes on the Jigglebutt Alpaca's Design:** - The **Colossal Wobble** trait emphasizes the size and vulnerability due to the massive rear. - **Jiggly Defense** is a reaction ability based on the alpaca's gelatinous rear absorbing some of the incoming damage. It provides...