Cakewalk 0.2
Cakewalk 0.2
Credits
Avogato................................................................ 14
Cake Mimic........................................................... 15
Ghost Pepper ...................................................... 16
Lead Designer Michael Holik (Mage Hand Giant Gummy Snake............................................. 17
Press), Agginmad (Loot Tavern) Gorgummy........................................................... 18
Growlic................................................................. 19
Additional Design Max Wartelle (Loot Tavern) Gumslinger Bandits.............................................. 20
Interior Illustrations Agginmad (Loot Pepper Oni........................................................... 23
Tavern) Puddings ............................................................. 24
Pumpkid............................................................... 26
Pumpking............................................................. 27
Scoopling............................................................. 29
Chapter 4: Spells................................................. 30
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Cakewalk is published by Mage Hand Press LLC and Salty Bot Games
under the Open Game License version 1.0a. Copyright 2021 Mage Hand
Press LLC. All Rights Reserved.
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Chapter 1: Races
The following races are foodfolk, culinary peoples
endemic to Yumm Island. They live side-by-side
with other humanoids, such as humans and elves,
which originate from beyond the island’s Cereal
Sea. Though humanoids and foodfolk might seem
disparate, they’re absolutely coequal on Yumm
Island’s shores.
Cakewalk 1
d8 Tradition CRUMBKIN TRAITS
1 It’s crustomary to go camping every summer. As a crumbkin, you have the following racial traits:
2 Your family runs a bread and breakfast. Ability Score Increase. Increase any three
ability scores of your choice by 1.
3 Your family does a cookout every
Crumblumbus Day
Alignment. Crumbkin tend to be lawful.
Size. Your size is Medium.
4 You always doughnate what you can to the
poor.
Speed. Your base walking speed is 30 feet.
Early to Rise. You can gain the benefits of a
5 Every summer, your family takes to the
beach to get a good toast-tan
long rest after only four hours of sleep.
Tool Proficiency. You gain proficiency with
6 Your family acknowledges coming of age
one set of artisan’s tools of your choice.
with sprinkles or sesame seeds.
Trail of Breadcrumbs. You have advantage
7 You mark the yearly growth of children on a
on checks you make to avoid getting lost.
door frame in the house.
Subrace. Choose one of the subraces listed
8 You celebrate an obscure holiday: Yeaster
below.
Sunday.
LOAFERS
Breads of all shapes and sizes, loafers are
hardworking and practical folk with strong
convictions and a predisposition to commonsense
problem solving.
Ability Score Increase. Increase your
Strength or Constitution score by 1.
Crummy Disposition. You have advantage on
saving throws against being charmed.
Crust. You gain a +1 bonus to Armor Class.
PASTRYARCHS
Sweet pastries from cookies to pies, pastryarchs
have a sharp tongue and an artistic bent, making
for excellent bards and clerics alike.
Ability Score Increase. Increase your
Wisdom or Charisma score by 1.
Candied Cantrips. You know candyblast and
one cantrip of your choice from the bard or cleric
spell list. Charisma is your spellcasting ability for
these spells if you choose a cantrip from the bard
list, and Wisdom is your spellcasting ability if you
choose a cantrip from the cleric list.
Art c
oming
Sweet Disposition. You gain proficiency in
soon!
the Persuasion skill.
Cakewalk 3
WAFFLE CONE
Born with a tough outer shell of waffle cone, these
frostlings are uniquely suited for knightly combat.
Ability Score Increase. Your Strength score
further increases by 1.
Cone Weapon Training. You have proficiency
with the mace, morningstar, lance, and spear.
Additionally, despite your size, you can wield heavy
weapons with which you are proficient without to
penalty. g s f r o m best
Waffle Shell. You gain a +1 bonus to Armor A N K frostlin p
Class. c a n ’ t just R
i f y o u DID, to
u
sly, yo ing. Bu
t
SANDWITCH Obviou e h u m a n i z
a w berry,
b e d , s t r
that’d , vanilla
worst;
More canny by far than their kin, sandwitches e
h oc o l a t p ecan.
are naturally adept with arcane magic, and make
ld b e c bu t t e r
excellent wizards.
f t h e list wou d o u g h, and
o ie
Ability Score Increase. Your Intelligence
t e c h i p, cook
score further increases by 1.
i n t c h ocola o n a b o ut it.
m sti
Cold Cantrips. You know ray of frost and one
cantrip of your choice from the wizard spell list.
No que
Intelligence is your spellcasting ability for these
spells.
SQUISHY BEARS
GUMMY TRAITS
Gummies are remarkably pliant, even for foodfolk.
Squishy and brave, you have the following racial
Though their round, bear-like bodies can hardly
traits:
be described as nimble, they can squeeze through
Ability Score Increase. Your Strength score
most passages with sufficient motivation (or
increases by 2, and your Charisma score increases
sufficient force). In fact, if a gummy crawls into
by 1.
the armor of a knight, they deform rather nicely
Alignment. Gummies tend to be lawful.
to fill out the gloves and greaves. They need only
Size. Your size is Small.
suck in their gut and crawl in through the neck
Speed. Your base walking speed is 30 feet.
hole. Whenever possible, most gummies love to
Brash. Your base movement speed is 40 feet
walk around in armor entirely too large for them,
on the first round of combat.
towering over their friends and flexing squishy
Gummy Armor Training. You have
muscle.
proficiency with light and medium armor.
OVERCOMPENSATING Small But Mighty. When you make a melee
attack with advantage against a creature that is
Their height, or lack thereof, is deeply ingrained larger than you, you can add your proficiency
in the gummy psyche, leading to the sort of bonus to the damage roll.
brash, loud overcompensation which is signature Squishy Size. You can squeeze into armor that
among gummy knights. In an effort to impress, an isn’t properly sized for you. You become Medium-
armored gummy will charge into battle, face down sized if you wear medium or heavy armor that is
dragons, or arm wrestle a foodbeast, especially Medium-sized.
if doing so humiliates someone taller than
themselves. However, their bravado is notoriously
fragile: take a gummy out of their armor, and
they’ll be far less quick with boasts and insults
alike.
Cakewalk 5
Puft
as raise their voice, even when they’re antagonized.
Most puft demonstrate a characteristic passivity, a
bulletproof composure which problems bounce off
Puft are stout and squishy foodfolk who often sport of. When bullies must be dealt with, puft will stand
cotton candy beards and a quiet disposition. up for themselves and others, but small gibes and
bumps on the road never manage to fluster them.
MUSCLES OF FLUFF Moreover, while puft might not talk as much
Puft are born improbably brawny, with inflatable as other foodfolk, they’re all the better at listening.
muscles and a portly predisposition. However, Puft possess a quiet insight that can illuminate
most puft are simply more resilient than strong, baffling problems and shed insight on the
their biceps being mostly empty air. Such a fluffy motivations of others.
material has its advantages, though. Puft bounce,
rather than crash, and usually pop back into shape PUFT TRAITS
after a blow. And with momentum on their side, a Hardy yet serene, you have the following racial
puft makes for a fluffy wrecking ball, bouncing and traits.
slamming with all of their (admittedly exaggerated) Ability Score Increase. Your Constitution
mass. score increases by 2, and your Wisdom score
increases by 1.
PASSIVE AND TOLERANT Alignment. Puft tend to be neutral.
At a glance, the stout, muscular puft might seem to Size. Your size is Medium.
be superb warriors, or even berserkers. However, it Speed. Your base walking speed is 25 feet.
is rare to see any puft lose their temper or so much Astute. You gain proficiency in the Insight
skill.
Body Slam. If you move at least 10 feet in a
straight line immediately before making a melee
attack against a creature, you can use your bonus
action to push the target 5 feet away from you
immediately after the attack.
Bouncy. You take half damage from falling.
Whenever you land after falling 10 or more feet,
you can choose to bounce back onto your feet, and
land standing instead of prone. Additionally, any
creature that lands on you takes half damage from
falling.
Reform. Whenever you take bludgeoning,
piercing, or slashing damage from a
nonmagical weapon and don’t drop to 0
hit points, you can use your reaction to
immediately regain 1d4 hit points, up to a
maximum of the amount of damage taken.
TRICKS! TREATS!
Pumpkids are nothing if not mischievous,
spending every idle second concocting small
pranks to pull on those around them. Given time
and preparation, they might enlist others in their
schemes to pull off a massive, overly complex
prank, if they think someone in particular needs
to be taken down a peg. Adventuring pumpkids
usually reserve their more harmful shenanigans for
deserving enemies, but groups of pumpkids left to
their own devices are often crueler and completely
undiscerning about who they’ll make slip on a
banana peel and fall out a window.
Cakewalk 7
Veggies
Veggies are usually among the first and friendliest
faces a visitor to Yumm Island will ever see.
Endlessly diverse, veggies can be found on all walks
of life and counted among members of every class.
DISTRACTIBLE
Veggies are somewhat Infamous for having short
attention spans that leave them distracted at the
least opportune moments. Some believe this is
because veggies are extraordinarily aloof, but this
couldn’t be further from the truth. In fact, veggies
are endlessly perceptive, which often causes them
to notice interesting tidbits when there may be
more pressing matters at hand.
VEGGIE TRAITS
Unquestionably Vibrant and diverse, you have the following traits:
true urban my Ability Score Improvement. Your
ths about vegg
-Carrot veggie ies: Constitution score increases by 1 and any other
s have such go ability score of your choice increases by 2.
od vision they
can fire Alignment. Veggies tend to be good.
eye beams. Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
-Spinach vegg
ies are so full Dabbler. You gain one of the following
of iron that th
ey’re benefits of your choice: you gain proficiency with
naturally mag thieves tools, learn one cantrip of your choice from
netic! the wizard spell list, or you gain proficiency with
-Nobody can four martial weapons of your choice. If you chose
agree if potato
es count. to learn a cantrip, Intelligence is your spellcasting
-Doctors HAT ability for it.
E veggies. First Impressions. You have advantage on the
first Charisma (Persuasion) check you make with a
creature you have met in the last minute.
Hale and Healthy. You have advantage on
saving throws against being diseased or poisoned
Perceptive. You gain proficiency in the
Perception skill.
BOW OF BOWS
Weapon (any bow), uncommon (requires
attunement)
Made of springback candy cane and ruby red
ribbon, the bow of bows has the unique ability to
fire lengths of ribbon up to 60 feet long in lieu of
an arrow. This ribbon can be used to pull creatures
off balance, as a grappling hook, or to wrap up
a foe. Once per turn, you can replace one attack
using the bow with one of the following effects:
Yank. Choose Large or smaller creature within
60 feet. It must succeed on a DC 13 Dexterity
end of its next turn. The affected area is difficult
saving throw or be pulled and spun up to 15 feet
terrain until thoroughly cleaned.
closer to you and become dizzy until the end of its
next turn. A dizzy creature’s movement is halved
COOLMINT SLICE
and it makes Dexterity checks and saving throws
Weapon (dagger or scimitar), uncommon (requires
with disadvantage. attunement)
Wrapped Up. You fire a length of ribbon at
a Huge or smaller creature within 60 feet. The This striped, blue blade is enchanted with the
creature must succeed on a DC 13 Strength saving power of the elemental coolmint. You have a +1
throw or become grappled (escape DC 13). While bonus to attack and damage rolls made with this
grappled in this way, the creature is restrained. magic weapon.
Once you use this feature you can’t use any of While holding this weapon, you can use your
the Yank or Wrapped Up features again until the action to conjure a torrent of sticky, white and
following dawn. purple sugar as you cast the cone of frosting spell
(save DC 13). Once you use this feature, you can’t
BUBBLEGUM BOMB do so again until the following dawn.
Wondrous item, uncommon Magic Item Set. Attuning to both this
weapon and the peppermint slice requires only a
As an action you can throw the bomb at a point single attunement slot. If you hit a creature with
on a surface you choose within 60 feet, where it both of these weapons on the same turn, the
explodes on impact. Everything within a 10-foot- weapons become empowered until the end of
radius sphere of that point becomes coated in your next turn. This weapon deals an additional
sticky bubblegum. When the bomb explodes, each 1d4 cold damage and the peppermint slice deals an
creature in the affected area must succeed on a DC additional 1d4 fire damage.
13 Strength saving throw or be restrained until the
Cakewalk 9
CRYSTAL CANDY SWORD
Weapon (any sword), uncommon (requires
attunement)
While attuned to this magic weapon, you can use
your bonus action to lick the blade and gain the
benefits of the sugar rush spell (no concentration
required). When you use this trait, roll a d4. On a
1, the sword loses its sweetness, and can’t grant the
spell’s benefits for 24 hours.
GUMMY FANGS
Wondrous item, common (requires attunement)
When you attune to these fangs, you can wear
them in your mouth and use them as a natural
weapon to perform a special bite attack, which
counts as an unarmed strike. If you hit with
this bite attack, you deal piercing damage equal
to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed
strike, and you regain 1d4 hit points.
Whether or not you are attuned to the fangs,
you can eat them as an action. Doing so destroys
the fangs, but you regain 2d4 + 2 hit points in the
process.
JAWBREAKER
Weapon (morningstar), uncommon
You have a +1 bonus to attack and damage rolls
made with this magic weapon. Whenever you score
a critical hit against a creature using this weapon,
you lock its jaw, rendering it incapable of speaking
or performing the verbal components of spells
until it finishes a short or long rest.
MACEMALLOW
Weapon (any melee weapon which deals bludgeoning
damage), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls
made with this magic weapon. When you roll a
20 on an attack roll, the target is covered in sticky
marshmallow and is restrained if it is Large or
smaller. A creature restrained in this way can use
its action to make a DC 13 Strength check, freeing
itself on a success.
When you speak the command word
(“smores”) while holding the weapon, the
marshmallow bursts aflame, shedding bright light
for 20 feet, and dim light for an additional 20 feet.
The flames last until you speak the command word
again or until you drop or stow the weapon.
WAFER SHIELD
Shield, rare (requires attunement)
While attuned to this shield, you can doff it and
mount it as a bonus action. Whilst mounted, you
ignore nonmagical difficult terrain , can move
the surface of liquids, and your movement speed
increases to 60 feet. Additionally, if you take
damage while mounted, you must succeed on a
Dexterity saving throw or fall off the shield and
fall prone. The DC for the saving throw equals
10 or half the damage taken, whichever is higher.
You can dismount the shield and don it again as a
bonus action.
Once on each of your turns, if you
move 20 feet in a straight line, you
can whip the shield in a cool move
(no action required), splashing hot
chocolate all over a creature within 5
feet of you. The creature must make a
Dexterity saving throw, taking 2d8 fire
damage on a failure, or half as much
damage on a success. The DC for the
saving throw equals 8 + your Dexterity
(Acrobatics) modifier.
Cakewalk 11
Chapter 3: Monsters
The monsters of Yumm Island are as magical Magical Myths. Conflicting stories told
and treacherous as any land, with the caveat that around the campfires of Yumm Island explain the
they’re often far tastier. Prowling the forests and animal crackers’ origin in increasingly ludicrous
mountains are beasts of a sugary and voracious ways. The tamest legends about animal crackers
nature, ranging from the relatively harmless remark in passing that the same magic that brought
avogato to the terribly deadly fondoom. foodfolk to the island also transmuted some of the
island’s residents. More fanciful, however, is the
Armor Class 9
Hit Points 15 (2d10 + 4)
Speed 60 ft.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (–4) 12 (+1) 8 (–1) 22 (+6) 9 (–1) 17 (+3) 3 (–4) 11 (+0) 6 (–2)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
n !
g soo
m i n
c o
Ar t
Cakewalk 13
Avogato AVOGATO
Tiny beast, unaligned
A paradoxically popular foodfolk pet, the avogato Armor Class 12
is lazy and adorable in equal measure. Hit Points 5 (2d4)
Catnaps and Charisma. Lets to its own Speed 30 ft., climb 20 ft.
devices, an avogato will lounge around the house STR DEX CON INT WIS CHA
for eighteen hours a day and mercilessly pester its 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 14 (+2)
master for food and affection the remaining six
hours. There’s no understating how fond owners Skills Perception +3, Stealth +4
are of their green feline friends, for when an avogto Senses passive Perception 13
Languages —
wishes to turn on the charm, it’s hard to resist, even
if it does have a propensity for sharpening its claws CHALLENGE 0 (10 XP)
on its owner.
Fortunate Felines. An old foodfolk saying Keen Smell. The avogato has advantage on Wisdom
(Perception) checks that rely on smell.
goes “crumbkin always fall on their buttered faces,
Uncanny Luck. When the avogato rolls a 1 or 2 on
but avogatos will always land their feet.” Perhaps an attack roll, ability check or saving throw, it can
a confused metaphor, but it speaks to a very real reroll the die and must use the new roll.
truth that avogatos are improbably lucky in their
day-to-day lives. Avogatos seem to supernaturally ACTIONS
avoid danger, steal food, and avoid consequences, Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
even as they cause havoc around their owner’s one target. Hit: 1 slashing damage.
home. Conceivably, there is a magical explanation
to the avogato’s fortune, as there is for so many
things on Yumm Island, but most people just
accept this uncanny luck as a fact of life.
s t i n c t i v ely sit
in
v o g a tos will f
Fun fac
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CAKE MIMIC
Small monstrosity (shapechanger), neutral
Armor Class 15 (natural armor) Poisonous Frosting. A creature that ingests the
Hit Points 50 (9d6 + 18) mimic’s frosting must make a DC 13 Constitution saving
Speed 25 ft. throw or be poisoned for 1 hour. If the saving throw
fails by 5 or more, the target is also unconscious while
STR DEX CON INT WIS CHA poisoned in this way. The target wakes up if it takes
damage or if another creature takes an action to shake
12 (+1) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 8 (–1)
it awake.
Skills Stealth +5 Shapechanger. The mimic can use its action to
Damage Immunities acid polymorph into an object or back into its true,
Condition Immunities prone amorphous form. It can only take the appearance of
Senses darkvision 60 ft., passive Perception 11 Small objects and prefers the form of cakes, plates of
Languages — cookies, and other desserts. Its statistics are the same in
each form. Any equipment it is wearing or carrying isn’t
CHALLENGE 2 (450 XP) transformed. It reverts to its true form if it dies.
Cakewalk 15
GHOST PEPPER
Art c
Medium undead, neutral evil
Ghost Pepper
an object.
ACTIONS
Deep in the spice mines of Mt. Monterrey, the
Spicy Touch. Melee Spell Attack: +5 to hit, reach 5
energy of elemental spice mingles with the spirits ft., one creature. Hit: 7 (2d6) fire damage. The target
of the dead, giving rise to the malicious, spicy must succeed on a DC 12 Constitution saving throw
ghost peppers. These evil spirits haunt the lowest or be poisoned until the beginning of its next turn,
as its eyes water and its throat burns.
levels of the mines, burning anyone they touch
with eye-watering pepper fire.
Spicy Anger. Spirits of the vengeful dead can
cross over to the mortal realm wherever there are
great amounts of spice to fuel their anger. Hence, Foolish Competition. If all other recourse
ghost peppers might haunt hot sauce warehouses, fails, ghost peppers can be distracted through
prodigious spire racks, and chili cook offs. Theirs empty oneupmanship, particularly when it comes
is a rage born of a particularly spicy afterlife, so to eating ludicrously spicy peppers. This is a fool’s
they indiscriminately torment whoever they find in gambit for most people, as ghost peppers are
their domain. Though, if a ghost pepper encounters entirely immune to the sweltering bite of spice, but
someone they remember from their life, they with a clever illusion or magical protection it might
will be mercilessly cruel to them until they are be to beat a ghost pepper at their own game and
banished. potentially secure an ally.
When no obvious victims are nearby, ghost
peppers make themselves scarce and hide in
spice barrels or within containers of hot sauce. A
sulfurous, peppery odor usually lingers in the air
when they are nearby, before they appear in an eye-
watering spectacle of fire.
Armor Class 11
Hit Points 72 (11d10 + 11)
Speed 30 ft., swim 30 ft.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage, and
the target must make a DC 14 Constitution saving
throw, taking 7 (2d6) poison damage on a failed
save, or half as much damage on a successful one.
Cakewalk 17
Gorgummy GORGUMMY
Medium monstrosity, any evil alignment
Bestowed with a curse by the ancient goddess of Armor Class 15 (natural armor)
sugar, Sakkaride, gorgummies turn all who behold Hit Points 90 (12d8 + 36)
them to turn into rock candy. The gummy snake- Speed 30 ft.
headed gorgummies live in isolation, surrounded STR DEX CON INT WIS CHA
by rock candy gardens of their unfortunate victims 10 (+0) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 15 (+2)
and pet gummy snakes, the only creatures immune
to their gaze. Saving Throws Con +6, Wis +3, Cha +5
Beautiful Hubris. To achieve immortal, Skills Deception +5, Insight +3, Perception +3,
Persuasion +5
ageless beauty, a foodfolk needs only say the right Senses darkvision 60 ft., passive Perception 13
magic words and call upon the nearly-forgotten Languages Common
sugar-goddess Sakkaride, who is more than happy
to oblige. However, it seems gorgummies didn’t CHALLENGE 6 (1,100 XP)
read the fine print: over the years, this beauty ACTIONS
transforms them. Their colorful glance turns into Multiattack. The gorgummy uses its Crystallizing
a death glare that freezes others into rock candy, Gaze and then either makes two melee attacks with
and their technicolor hair evolves into a mane of its gummy snake hair or two ranged attacks with its
snake javelins.
gummy snakes.
Gummy Snake Hair. Melee Weapon Attack: +5 to
hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage plus 9 (2d8) poison damage.
Snake Javelin. Ranged Weapon Attack: +3 to hit,
range 30/90 ft., one target. Hit: 3 (1d6) piercing
damage plus 7 (2d6) poison damage.
Crystallizing Gaze. The gorgummy casts her
gaze in a 30-foot cone. Each creature which can
see the gorgummy in that area must make a DC
14 Constitution saving throw. A creature which has
succeeded a saving throw against this ability has
advantage on this save. On a failed save, a creature
begins to turn into rock candy and is restrained. The
restrained creature must repeat the saving throw
at the end of its next turn, becoming petrified on
a failure or ending the effect on itself on a success.
The petrification lasts until the creature is freed by
the greater restoration spell or other magic.
GROWLIC
Tiny beast, unaligned Growlic
Armor Class 12 A foodfolk’s best friend, the yappy, pungent growlic
Hit Points 5 (2d4) will never leave its master’s side, even when its
Speed 30 ft. scent is just too much.
STR DEX CON INT WIS CHA Nose for Shapechangers. Growlics
8 (–1) 12 (+1) 11 (+0) 3 (–4) 12 (+1) 7 (–1) are notorious for yipping loudly at every
opportunity—when someone is at the door, when
Skills Perception +3, Survival +3 a squirrel walks by, or just when they just feel
Senses passive Perception 13 like it—but they never fail to make bay and growl
Languages —
when a shapechanger is near. Somehow, these
CHALLENGE 0 (10 XP) garlic puppers can sniff out the likes of vampires
and werewolves, no matter how well they are
Keen Smell. The growlic has advantage on Wisdom hidden. This is among the only times the otherwise
(Perception) checks that rely on smell.
peaceful growlics will bear their teeth or attempt to
Pungent. Each creature other than the growlic
within 15 feet of it has disadvantage on Wisdom
bite someone.
(Perception) checks that rely on smell. Prodigiously Pungent. Ironically, while
Shapechanger Detection. The growlic can sense growlics might possess a keen sense of smell, they
the location of shapechangers within 30 feet of it. are so odoriferous that it’s impossible for anyone
else to smell anything nearby. Growlic owners are
ACTIONS infamous for smelling like garlic even without their
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., pets. However, this pungency does little to hamper
one target. Hit: 1 piercing damage. the growlic’s own sense of smell, so they make
excellent (albeit conspicuous) trackers.
Cakewalk 19
Gumslinger Bandits
Ever since chocolate coins were adopted as
currency on Yumm Island, the rich foodfolk
have hoarded their coins like greedy dragons
and everyone else has scrambled to get their fair
share. Naturally, this has inspired an entire cottage
industry of thieves and bandits who make money
via less scrupulous means. None are so formidable
as the gumslinger bandits, who don gumball
helmets as disguises to rob anyone they meet.
Noble Origins. The very first gumslinger
bandit was the infamous Little Papajohn, who
assembled a gang of foodfolk to raid the annual
Yumm Gumm Ball. This masquerade collected the
wealthy and royal residents of Yumm Island in a
single place for a night of opulent reveling, easy
pickings for Papajohn and the gumslinger bandits.
In a single night, the bandits made off with family
heirlooms, magical trinkets, and sacks of gold
coins.
BOMBER GUM However, instead of keeping their loot, the
Medium humanoid (any foodfolk), any chaotic
alignment bandits shared their wealth with the poorest folks
on the island, who helped them evade capture
Armor Class 11 in turn. No criminal gang can remain so noble,
Hit Points 33 (6d8 + 6)
Speed 30 ft. however. Today, the bandits are known for highway
robbery, small-scale protection rackets, and the
STR DEX CON INT WIS CHA occasional heist.
15 (+2) 13 (+1) 15 (+2) 10 (+0) 8 (–1) 10 (+0) Expert Gumslingers. True to their name,
the gumslinger bandits’ preferred weapons
Damage Resistances fire
Senses passive Perception 9 are slingshots, cannons, and various types of
Languages Common surgarbombs. These weapons are excellent for
ambushes, and most of them explode in a gummy
CHALLENGE 1 (200 XP) mess, bogging down anyone who tries to follow
Demolitions Expert. The bomber’s sugarbombs the bandits. Moreover, the gum slingshots carry
ignore the damage threshold of objects. a fearsome reputation in the minds of foodfolk,
which helps to dissuade fools from fighting the
ACTIONS bandits or hiding treasure.
Multiattack. The bomber makes two attacks with
its sugarbombs. BOMBER GUM
Sugarbomb. Ranged Weapon Attack: +4 to hit, When the gumslinger bandits need to make a big,
range 30/90 ft., one target. Hit: 7 (2d6) fire damage.
Each creature within 5 feet of the target must intimidating mess, they turn to a bomber gum.
succeed on a DC 12 Dexterity saving throw or take 3 A demolition expert loaded down with various
(1d6) fire damage. sugarbombs, a bomber gum can just as easily
Gumbomb (3/Day). The bomber throws a collapse a bridge, rig up a fireworks display, or
gumbomb at a point it can see within 30 feet. The
gumbomb explodes on impact, creating a 15-foot
blow open a safe. However, these bandits are
square of difficult terrain centered on that point. infamously unconcerned with their own safety, and
Flashbang. Each creature within 5 feet of the are known to come out of even simple jobs sticky
bomber can’t take reactions until the start of its next with caramel burns.
turn.
HEAVY GUM
No band of gumslinger bandits is complete without
a heavy gum shouldering a S.O.B., a Slingshot of MINIGUM
Small construct, unaligned
Bigness. Thanks to their towering stature, a heavy
gum can load up their slingshot improbably heavy Armor Class 13 (natural armor)
projectiles, from jawbreaker cannonballs to large Hit Points 28 (8d6)
rocks, to rain down on their enemies. It’s not Speed 20 ft.
uncommon to see them launch small foodfolk, in STR DEX CON INT WIS CHA
lieu of more conventional ammunition. 10 (+0) 14 (+2) 11 (+0) 3 (–4) 14 (+2) 6 (–2)
Cakewalk 21
SNIPER GUM
Known colloquially as a “sniper gum”, this bandit
possesses deadly aim. Able to extinguish a birthday
candle from 120 feet, pop a cherry on a cake from
behind a brick wall, or send a chestnut through a
chink in full plate armor, this sniper is feared and
celebrated across Yumm Island. Stealthy as raisins
in cookies and twice as deadly, a sniper gum can
have you in their sights without you ever knowing.
SNIPER GUM
Medium humanoid (any foodfolk), any chaotic
alignment
Armor Class 14
Hit Points 55 (10d8 + 10)
Speed 30 ft.
ACTIONS
Fork. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Slingshot. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 3)
Don’t confuse g bludgeoning damage.
umpowder and
gunpowder. On
e of them blows
up,
the other blows
bubbles.
Cakewalk 23
FIGGY PUDDING
Puddings Every figgy pudding appears a little different,
In small quantities, pudding is delicious; in depending on what it has recently eaten. Figgy
large quantities, it is deadly. On Yumm Island, puddings dissolve their food rather slowly by ooze
puddings are voluminous living oozes that squelch standards, so an array of fruits, nuts, and dissolved
about underground and can consume practically savory bits might be on display. Moreover, their
anything, including people, in minutes. They come goopy mass usually contains brandy or other
in a wide range of flavors and increasingly perilous flammable ingredients, making them especially
sizes. susceptible to fire.
Proper Pudding Portioning. The children
of Yumm Island are taught from an early age to
be mindful of their portioning. In part, this is FIGGY PUDDING
Medium ooze, unaligned
practical advice for their upbringing, but it is also
partially because there is nothing special about the Armor Class 8
grand, volatile puddings which lurk underground; Hit Points 60 (8d8 + 24)
Speed 10 ft., climb 10 ft.
any pudding in a large enough quantity might
spring to viscous life. STR DEX CON INT WIS CHA
Pudding brewers must be extremely cautious 14 (+2) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
that their batches don’t remain static for too long,
for as standing water attracts mosquitoes, standing Damage Immunities acid
Damage Vulnerabilities fire
pudding attracts animation. In short order, the Condition Immunities blinded, charmed,
sugary mass of a pudding vat might turn bitter, deafened, exhaustion, frightened, prone
then sour, then acidic, until the container itself Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
is melted in an acidic tide of pudding that begins Languages —
to seek out others to consume. Any quantity of
pudding larger than a gallon is at a small risk CHALLENGE 1 (200 XP)
of pudding animation, but great quantities are
Amorphous Form. The pudding can enter a hostile
almost certain to turn if not stirred constantly and creature’s space and stop there. It can move through
promptly portioned into smaller bowls. a space as narrow as 1 inch wide without squeezing.
Pudding Preponderances. Despite their If a creature begins its turn in a figgy pudding’s
space, it takes 4 (1d8) acid damage.
base intelligence, puddings possess some head-
scratching instincts. All puddings, for example, ACTIONS
seem claustrophobic—that is, they seek comfort
Multiattack. The pudding attacks with its
in tight spaces. Whereas they will dissolve most pseudopod, then attacks with its slime crush if it is in
containers they attempt to slough into on the another creature’s space.
surface, tunnels and caves made of stone provide Pseudopod. Melee Weapon Attack: +4 to hit, reach
an excellent reprieve from the endless open spaces 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.
of the outdoors. Hence, puddings are known to be Slime Crush. Melee Weapon Attack: +4 to hit,
cave-dwelling natives of Yumm Island, even though reach 0 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
they don’t always originate there. damage.
Furthermore, puddings have a voracious and
mindless hunger, and will pursue any living thing
smaller than itself as food. This extends even to
prey that would otherwise be inedible, such as rock
candy elementals and ghost peppers. In the cases
that a pudding eats prey that is wholly indigestible,
it may simply continue on its way with an unhappy
passenger stirred up within its mass.
Cakewalk 25
Pumpkid
The ever mischievous, pumpkin-headed pumpkids
are a nuisance to the honest foodfolk across Yumm
Island. Though their antics might seem whimsical,
their jests rarely amount to harmless antics and
good cheer.
Pranks and Jibes. Nothing makes a pumpkid
giggle and snicker quite like an ably done trick.
They appreciate hijinks of all kinds, from wordplay
designed to trip someone up to practical jokes that
induce physical harm, and everything in between.
No form of entertainment equals it, or can come
close to provoking the riotous laughter caused by
someone falling down a flight of stairs and rolling
into the street.
Little Gangs. Pumpkids almost always parade
about in little gangs, constantly trying to one-up
each other’s antics. Rarely do they cooperate to pull
off a more elaborate joke, as their little alliances
always degrade when someone has to take orders
from someone else. Naturally, pumpkids usually
harbor a distrust of authority, as well as anyone else
PUMPKID who disapproves of their misbehavior.
Small humanoid (foodfolk), chaotic neutral
Armor Class 12
Hit Points 20 (8d6 − 8)
Speed 30 ft.
ACTIONS
Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Rock. Ranged Weapon Attack: +1 to hit, range
30/90 ft., one target. Hit: 2 (1d4) bludgeoning
damage.
Taunt. The pumpkid mocks a creature within
15 feet of it. If the target can hear the pumpkid
and understands at least one language, it has
disadvantage on the next attack roll it makes before
the end of its next turn.
y a r e there
h
Q U E EN? W ?
e ’ s n o pum p
o ’ - l a nterns
er L-
And th s b u t no JIL inking
:
n t e r n e ’ s t h
’-la t every
on
jack-o y w h a n orms!
t o s a d e r
t going eir gen
I’m jus th i n k t h
s n e e d to re
in
pumpk
Cakewalk 27
PUMPKING
Medium construct, neutral evil
Damage Vulnerabilities fire Hypnotize. The pumpking chooses one creature it can
Damage Resistances bludgeoning, piercing, or slashing see within 60 feet to make a DC 15 Wisdom saving
from nonmagical weapons throw. Pumpkids have disadvantage on this saving
Damage Immunities poison throw. On a failure, the creature becomes hypnotized
Condition Immunities charmed, exhaustion, for up to 1 minute. A hypnotized creature is considered
frightened, paralyzed, poisoned unconscious, but does not fall prone; instead, it remains
Senses blindsight 10 ft., darkvision 120 ft., passive standing or seated as it was before being hypnotized.
Perception 10 The pumpking chooses where hypnotized creatures
Languages understands Common but can’t speak, move on their turn. If a hypnotized creature takes
telepathy 60 ft. damage, it can make a new saving throw against this
ability, ending the effect on itself on a success. The
CHALLENGE 5 (1,800 XP) pumpking can hypnotize up to 10 creatures at a time.
Hypnotic Suggestion. The pumpking influences the
Innate Spellcasting. The pumpking’s spellcasting thoughts of a hypnotized creature it can see which can
ability is Charisma (spell save DC 15). It can innately cast hear it within 60 feet. The pumpking can cause the
the following spells, requiring no material components: creature to be charmed by it for up to an hour, or can
issue a suggestion, as per the spell to the creature. This
At will: burning hands, disguise self suggestion can be activated immediately when the
3/day each: charm person, darkness, entangle, hold creature awakens, or can be activated at any point in
person, misty step the future by a command word.
1/day each: dominate person, modify memory, seeming
The creature then awakens and is no longer
Magic Resistance. The pumpking has advantage on hypnotized. A creature can be under the effects of one
saving throws against spells and other magical effects. hypnotic suggestion at a time.
SCOOPLING
Tiny monstrosity, unaligned
Cakewalk 29
Chapter 4: Spells
Wizards and sorcerers on the island of Yumm PEPPERMINT PLATE
practice much the same repertoire of spells as 1st-level abjuration
spellcasters elsewhere—magic missile, charm Casting Time: 1 action
person, and fireball all included. However, due Range: Self
in part to the innate magicness of their fair isle, Components: V, S, M (well-chewed peppermint
they can employ even magic-y-er magic than even chewing gum)
skilled magicians can magic. Duration: Concentration, up to 1 hour
CANDYBLAST A protective layer of hot, hard peppermint icing
Conjuration cantrip coats you, increasing your AC by 1. For the
Casting Time: 1 action duration, if a creature hits you with a melee attack,
Range: 60 feet the creature takes 2d4 fire damage.
Components: V, S At Higher Levels. When you cast this spell
Duration: Instantaneous using a spell slot of 2nd level or higher, the fire
damage increases by 1d4 for each slot level above
You summon a handful of hard candy—boiled 1st.
sweets, mints, jelly beans, etc.—and hurl them at
a target you can see within range. Make a ranged SUGAR RUSH
spell attack roll. On a hit, the target takes 1d8 2nd-level enchantment
bludgeoning damage, and the space it is standing Casting Time: 1 action
in becomes difficult terrain until a creature uses Range: 30 feet
an action to gather up the fallen candy. The Components: V, S, M (some candy)
candy produced by this spell is edible, but has no Duration: Concentration, up to 1 minute
nutritional value.
This spell’s damage increases by 1d8 when you Choose a willing creature that you can see within
reach 5th level (2d8), 11th level (3d8), and 17th range. Until the spell ends, the target’s speed is
level (4d8). increased by 15 feet, and it gains a +1 bonus to
AC. As a bonus action on each of its turns, it can
CONE OF FROSTING take the Dash, Disengage, Hide, or Use an Object
1st-level conjuration action.
Casting Time: 1 action When the spell ends, or when the target does
Range: Self (15-foot cone) not use all its movement by the end of its turn, it
Components: V, S develops a stomach ache and is poisoned until the
Duration: Instantaneous end of its next turn.
At Higher Levels. When you cast this spell
Swirling your hands in a clockwise fashion, a using a spell slot of 3rd-level or higher, you can
torrent of sticky, freezing sugar shoots forth from target one additional creature for each slot level
your outstretched fingertips. Each creature in a above 2nd.
15-foot cone must make a Dexterity saving throw.
On a failed save, a creature takes 3d4 cold damage
and its speed is reduced by 10 feet until the start of
your next turn. On a success, a creature takes half
as much damage and is not slowed.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the damage
increases by 1d4 for each slot level above 1st.
License
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Cakewalk Copyright 2021, Mage Hand Press LLC, Salty Bot Games; authors Michael Holik, Agginmad, Max Wartelle
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