Devourer (5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Lots of 3.5eism wordings, Permanent bonuses are totally out of control.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


"They're truly peculiar. They can eat almost anything and they only seldom die from the act. The core of flame elementals, poison dart frog meat, the flesh of ghouls filled with paralytic agents, I've seen them not only recover from eating these creatures but benefit from them as well. It's like they have an innate sense of the wild and they can somehow mimic their food. Repulsive, but deeply fascinating. -Anu Garaphos, Book Thief"

A group of goblins rush a human woman, her eyes flash green as she breathes out a cloud of dust, leaving all but one of the goblins as statues. She moves on him in his moment of fear and ending his life with fangs dripping with venom. A kobold stretches his newly grown wings, the leftovers of the tyrant dragon before him, its blood still dripping from his mouth. This wasn't his first draconic meal, and it wouldn't be his last either.

A Devourer is someone who has studied and consumed the flesh and bones of monsters to the point where the line between themselves and the creatures they hunt has blurred. Many have become a Devourer in times of famine or while lost without food. Others may be a curious adventurer with a taste for the unusual, eating those they defeat in a dungeon or in the wild. Some may just have a hunger that never seems to go away, eating anything they get their hands on. No matter the reason, a Devourer hungers for something more in life, and their bodies have been changed to reflect this.

Jin the Devourer of Dragons, by Nuactna.

Creating a Devourer[edit]

As you are creating a Devourer, keep in mind how your character relates to society and why they choose this. Many Devourers took up their ways out of necessity while others do it out of tradition. Hunting monsters is dangerous and eating many of them reckless. Why did you start eating monsters? Was it out of necessity or curiosity? Is it something you hide or show with pride? Were you taught this or stumbled on to it? Have you always had an affinity for the wild? How do you fair in cities or in more social environments? Did you learn these ways from your family? How do the physical changes made affect you?

Quick Build

You can make a Devourer quickly by following these suggestions. First, Constitution should be your highest ability score followed by Wisdom then Strength. Second, choose the Outlander background. Third, choose the hide armor, a battleaxe for the martial weapon and a shield, the longbow, and the cook's pack.

Class Features

As a Devourer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Devourer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devourer level after 1st


Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Cooking Utensils, Leatherworking Tools
Saving Throws: Constitution, Charisma
Skills: You get Animal Handling and choose one from Survival, Nature, Athletics, Acrobatics, Insight, Perception, and Medicine


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Hide Armor
  • (a) A martial weapon and a shield or (b) Two martial weapons
  • (a) A longbow and 20 arrows or (b) Two hand crossbows and 20 bolts
  • (a) A cook's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Devourer

Level Proficiency
1st +2 Real Good Chompers Monster Devourer
2nd +2 Iron Stomach Fighting Style
3rd +2 Differing Tastes
4th +2 Ability Score Improvement
5th +3 Extra Attack Real Good Chompers
6th +3 Differing Tastes
7th +3 Swift Move Monster Devourer
8th +3 Ability Score Improvement
9th +4 Iron Stomach
10th +4 Differing Tastes
11th +4 Second Fighting Style Real Good Chompers
12th +4 Ability Score Improvement
13th +5 Monster Devourer
14th +5 Differing Tastes
15th +5 Iron Stomach
16th +5 Ability Score Improvement
17th +6 Real Good Chompers
18th +6 Swift Move
19th +6 Ability Score Improvement
20th +6 The Great Hunger Real Good Chompers

Real Good Chompers[edit]

One the defining traits that cause Devourers to stand out is their unnatural ability to eat just about anything. Their teeth have changed to be able to crush and tear into monsters, whether they might be giant insects or an unfortunate golem.

At 1st level, your enhanced bite is now a natural weapon. You can make a melee attack with your bite as an unarmed strike doing 1d4 + your Strength modifier in damage. You do not need a free hand to make this bite attack.

Your bite gets stronger as you become a more powerful devourer. Increase the die step by 1 at 5th (1d6), 11th (1d8), 17th (1d10), and 20th (1d12) level.

Monster Devourer[edit]

At 1st level, you've been working with monsters and strange magical beasts and have started to learn how they act, what they can do, and what you can learn from them.

Monster Lore

You can tell what works and what doesn't with creatures you encounter. Make an Intelligence (nature) check, DC 12 + the CR of the monster (minimum of 1), to learn the resistances of the monster.

At 7th level, your understanding advances and you can determine a monsters damage resistances and condition immunities.

Monster Adaptability

You have adaptability slots equal to your Constitution modifier. You can assign a power, move, or attribute from creatures you eat to an adaptability slot. If you do not have an adaptability slot open and you consume a creature to gain something new you must choose one of your old adaptations to replace before you roll to see what you get from them.

If you have a move or ability tied to an adaptability slot there is no limitation on how often you can use that ability unless the ability itself says so.

Monster Menu

You've had to do a lot of things to survive out there and sometimes you're trapped underground and need to eat a gibbering mouther for sustenance. With enough determination and grit you can devour almost anything you come across and over the years you've discovered that you have an ability to take on the attributes and abilities of the things you devour if they are fresh enough.

Eating a creature takes time relative to your size.

Size of Creature Time to Consume
2 sizes smaller 1 Action
1 sizes smaller 1 minutes
Same Size 10 minutes
1 sizes larger 1 Hour
2 sizes larger 4 Hours

When you eat a creature make a Constitution check to see if you can gain something from them. You can gain many things from creatures including special moves or abilities they might have, resistances or immunities, and attributes or appendages. You can only gain one thing from a creature eaten and you can only learn an ability if you have seen or heard it. The fresher the creature the easier it is to gain what you want with less ill effects. When you choose to gain something from a creature eaten you must have a free adaptability slot or free one before you roll to see what you gain from the creature if anything and if you receive a negative effect it takes that slot until you replace it with something else.

If you choose not to try and gain an ability/resistance/effect/etc.. from a creature but devour them anyway, then depending on the creature, you will gain your Constitution modifier + half the creature's CR (minimum of 1) in temporary hit points. However, eating some wild beasts can cause damage to you. If you eat a poisonous frog, for example, you have to deal with the damage it causes you and the poisons still present. As you level in this class the damage for different types will lessen as your stomach gets stronger.

  • If you eat something for temporary hit points and it hurts you, the temporary hit points are removed first before the damage effects your main health.
Constitution Check Fresh (Recently killed) Old (After a few hours or days) Rotting (More than a few days) Ancient
DC 25 An immunity the creature has or player choice from it's stats and abilities An ability or move or a resistance the creature has A resistance the creature has Something at random from the creature
DC 20 An ability or move or a resistance the creature has A resistance the creature has A basic bonus the creature provides Extra 4d10 Damage
DC 15 A resistance the creature has A basic bonus the creature provides Extra 3d10 Damage A basic negative from the creature
DC 10 A basic bonus the creature provides Extra 2d10 Damage A basic negative from the creature A Vulnerability the creature has
Under Extra 1d10 Damage A basic negative from the creature A Vulnerability the creature has Death

At 13th level, your ability to pull abilities and traits from monsters improves. When you make a Constitution check to gain something from eating a monster you may now add your proficiency as well.

  • For GM's: This part needs to be handled by you a little bit. Giving an ability to a player is usually straight forward but if a creature doesn't have an ability or any resistances or immunities then you may have to give them something else. Maybe their AC increases, their hit point maximum increases, or one of their attributes goes up. These examples are what I mean when I say a basic bonus or a basic negative above, something that effects the numbers or appearance but isn't too severe. Remember they are using an adaptability slot to do this and they are only going to have so many. Also if you feel like a power or resistance is too powerful you can always tie a vulnerability to them or shift how the power works slightly. If you need examples on other things to give players the Monster subclass has a table it uses that may be good reference.

Iron Stomach[edit]

Beginning at 2nd level, Your stomach has been trained to withstand unusual things as well as the poisons that monsters usually contain. You can eat inorganic materials if you wish but they do not provide nutritional value and if you ingest something that would cause you to take poison, bludgeoning, slashing, or piercing damage you have resistance to that damage. Also if you need to roll a Con save against a poison or effect from eating something you can roll with advantage.

At 9th level, Your stomach continues to develop and you can now eat more things. You now have resistance to all damage types that you ingest. You can no longer be poisoned, diseased, or paralyzed by something you devour.

At 15th level, your stomach has progressed to a strange level of durability. You now have immunity to poison, bludgeoning, slashing, and piercing damage as well as resistance to all other damage types that you ingest. Also if something that you've eaten would drop you below 1 hit point you drop to 1 hit point instead. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting style[edit]

When you reach 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


You gain a +2 bonus to attack rolls you make with ranged weapons.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Grappler

If you attack a creature that you have grappled with an unarmed attack you have advantage on that attack.

Differing Tastes[edit]

At 3rd level, you choose a Devourer Subclass as you gain taste for something new. Choose between Magic, Monster, and Humanoid all detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th and again at 14th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swift Move[edit]

Starting at 7th level, on your turn you can use a move or ability you have tied to one of your adaptability slots in addition to your regular action and possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Second Fighting Style[edit]

At 11th level, you may choose an additional fighting style.

The Great Hunger[edit]

At 20th level, You no longer need to sleep, breath, or age. You can change your size from Tiny to Huge taking an hour per size shift. You also can gain temp hp equal to four times con twice per day.



After hunting monsters of varying sizes and shapes and traveling the world your tastes have started to refine. You like the delicate flavor of the Fey. The sweet tang of fiends stays with you. Whenever a wizard is nearby your mouth begins to water. You've developed a taste for magic.

Devourer Level Cantrips Known Spells Known 1st level Spell Slots 2nd level Spell Slots 3rd level Spell Slots 4th level Spell Slots
3rd Primal Savagery + 1 3 2 - - -
4th Primal Savagery + 1 4 3 - - -
5th Primal Savagery + 1 4 3 - - -
6th Primal Savagery + 1 4 3 - - -
7th Primal Savagery + 1 5 4 2 - -
8th Primal Savagery + 1 6 4 2 - -
9th Primal Savagery + 1 6 4 2 - -
10th Primal Savagery + 2 7 4 3 - -
11th Primal Savagery + 2 8 4 3 - -
12th Primal Savagery + 2 8 4 3 - -
13th Primal Savagery + 2 9 4 3 2 -
14th Primal Savagery + 2 10 4 3 2 -
15th Primal Savagery + 2 10 4 3 2 -
16th Primal Savagery + 2 11 4 3 3 -
17th Primal Savagery + 2 11 4 3 3 -
18th Primal Savagery + 2 11 4 3 3 -
19th Primal Savagery + 2 12 4 3 3 1
20th Primal Savagery + 2 13 4 3 3 1
Spellcasting Ability

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.


You learn two cantrips: Primal Savagery and one other cantrip of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Magic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice on the druid spell list.

The Spells Known column of the Magic Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through experience and intuition. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Magic Devourer

At 3rd level, you can now devour spirits and magic by draining the energies around you. If a creature is incorporeal and dies nearby you then you can use your reaction to consume it.

When you devour a creature that can cast a spell you have a chance to learn that spell and add it to your spells known. This spell can come from any list and will use your Wisdom as the spellcasting modifier. The creature must be fresh and you must have seen them cast it. To gain the spell make a Constitution check DC15 + the spell level.

Magic Recycler

Starting at 6th level, you can now replenish spell slots by eating magical creatures. If you eat a creature and choose not to gain any bonuses from them you may instead regain one slot equal to half the CR of the monster (minimum of 1st level). Once you use this feature, you must finish a short or long rest before you can use it again.

Magic Consumer

At 10th level, when a creature casts a spell targeting you you can consume a spell cast at you as a reaction and use it to replenish a spell slot of equal or lower level. Make a Constitution check DC 10 + the spell level of the spell cast. On a success, the creature’s spell fails and has no effect. On a failure, the creature's spell succeeds and you take the spell level x d10 in force damage. Once you use this feature, you must finish a long rest before you can use it again.

Magic Ingester

At 14th level, you can consume magic items and use adaptability slots to fuse them into yourself. If you succeed the item is destroyed, takes up an adaptability slot, and you get the effects of that item as if you were wearing and attuned to it. This does not take up an attunement slot. If it is a weapon it adds effects to your natural weapons and if it armor it adds effects to your natural armor. If you fail to meet the check the item is destroyed and causes damage to you based on its rarity.

  • Consumable magic items like potions and scrolls can not be eaten for their effects. Instead when they are consumed their effect occurs as normal.
  • Some magic items have sentience or certain conditions required to destroy them. In these cases the items might not be consumable or, at the very least, doing so would be a very poor decision.
Rarity Constitution DC Fail Damage
Common DC2 1d10 magic damage
Uncommon DC5 2d10 magic damage
Rare DC10 4d10 magic damage
Very Rare DC15 10d10 magic damage
Legendary DC20 18d10 magic damage
Artifact DC25 24d10 magic damage


You've heard that as you continue to age and travel that your tastes change. Monsters have come and gone and you've been to many places. You still haven't developed a new taste you just want more.


Starting at 3rd level through the consumption of your enemies you gain numerous bonuses. These manifest physically such as claws and enhanced strength, fangs or wings. These benefits are permanent and do not take up adaptability slots. If you become too monstrous however it may be hard to blend in with more 'civilized' peoples.

Creature Type Number Consumed Tasting Schmorgesborg
Abberation 5 You gain coloured Darkvision for 60ft. You gain a limited telepathy. You can read the minds of creatures within 15ft of you.
Beast 7 Gain claws (1d4+Str) on your hands. You gain advantage on natural weapon attacks.
Celestials 3 Gain immunity to Disease Gain resistance to radiant damage and you age slower, aging 1 year for every 10.
Constructs 5 You gain resistance to bludgeoning You gain resistance to psychic damage
Dragon 3 Gain a prehensile tail. If used as a natural weapon it deals 1d8+Str bludgeoning damage. Gain scaly wings that give a flight speed of your movement.
Elemental 5 Gain elemental resistance depending on elemental type Gain elemental immunity depending on elemental type
Fey 5 Advantage to checks against charmed or frightened. Gain a +2 Charisma.
Fiend 5 You deal an additional 1d6 fire damage to creatures you hit with a natural weapon attack. You gain resistance to piercing and slashing damage
Giant 3 Gain a +2 to Strength Gain a +2 Constitution.
Humanoid 5 Gain a language and a proficiency in a skill Gain a +2 Intelligence.
Monstrosity 5 Gain a second set of arms Gain a second mouth
Ooze 5 Your skin starts producing sticky slime. You have advantage on grappling checks. Gain a Blindsight 20ft.
Plant 5 Skin becomes bark like, giving a +2 to AC You deal an additional 1d6 poison damage to creatures you hit with your bite attack.
Undead 5 Gain a resistance to Necrotic damage. You can now heal from eating the living. When you use your bite attack on a living creature heal half the damage dealt.
The Hunter

Starting at 6th level you gain the ability to innately predict your quarry's moves as long as you have consumed it before to get a Tasting benefit from it. Any specific creature type you have consumed now gets disadvantage when attacking you due to your knowledge of how it acts. (i.e. if you have eaten at least 5 aberrations they now get disadvantage to attack rolls against you)


Starting at 10th level, after you have consumed double the amount of necessary creature types you start to become more like those creatures and gain additional benefits as your physical form permanently changes.


Starting at 14th level, you gain +1 Strength and +1 Constitution and you are permanently one size larger.


The wilds are difficult to survive in but sometimes so are the cities. Monsters don't hold your focus and hunting in the woods isn't quite your fancy. You prefer a conversation with a meal and a nice evening. Your tastes have become a bit more vicious but also somehow a bit more discerning. You've developed a taste for humanoid flesh.

Humanoids made of Meat

You have learned to hunt and capture humanoids.

Starting at 3rd level, you have advantage on survival checks to track humanoids, advantage on stealth checks to track humanoids, and advantage to attack humanoids.

Memories in the Meat

Starting at 6th level, when you eat someone you gain their memories of the last 48 hours. Also if you devour them for an ability or attribute you can instead gain 2 of their skill proficiencies and one of their languages and assign them to an adaptability slot.

Faces in the Meat

Starting at 10th level, when you eat someone and devour them you can assign their form to one of your adaptability slots. From now on you can use an action to shapeshift into them at will. It takes a bonus action to return to your original form.

Saved by the Meat

Starting at 14th level, when you would be dropped to below 1 hp while shapeshifted into one of your humanoid forms you can decide to sacrifice that form, losing it permanently and freeing up that adaptability slot, to instead go to another form at half life.

You can only use this feature once every short or long rest.


Prerequisites. To qualify for multiclassing into the Devourer class, you must meet these prerequisites: 13 Constitution or 13 Wisdom

Proficiencies. When you multiclass into the Devourer class, you gain the following proficiencies: Animal Handling, shields, light armor, medium armor, simple weapons, and martial weapons.

(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!