Kinks & Cantrips

GM Reference Screen — T.S. Michaels — Bundheim Setting (D&D 5e Supplement)

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Pleasure & Pain

Pleasure and Pain are separate point pools that represent the cumulative sensation a creature is experiencing. They function similarly to exhaustion — various effects add, remove, or interact with these points.

Maximum Value

Max Pleasure or Pain = CON score ÷ 2 (round down)
e.g. CON 18 → max 9 points of either type

Over the Maximum

When a creature would gain points beyond their maximum, they must succeed on a DC 15 CON saving throw (DC increases by 1 on each success; resets after 1 minute with no gain/loss):

  • Pleasure overload: Stunned until end of next turn, lose half their Pleasure.
  • Pain overload: Disadvantage on all ability checks and attack rolls until end of next turn. Also suffers cumulative −1 penalty to WIS and CHA (minimum 1). Penalty resets after 1 minute of not gaining Pain.
No creature may exceed half their CON score in either type. Excess points are simply lost.

Fading Sensation

A creature loses 1 point of either Pleasure or Pain for each minute they do not gain, lose, or sustain that point type via an effect or ability.

Gag Speak

An optional language available to all characters using these rules. Useful for characters who are gagged or speech-impaired.

  • A series of utterings, mumbles, and facial gestures conveying basic meaning while gagged.
  • Fluent listeners understand the basic intent of a gagged speaker.
  • If both parties are fluent, full conversation is possible without verbal limitation.
  • Does not require a shared common language.
  • Can be learned in place of any language except Common.

D&D 5e Core Reminders

This supplement uses standard D&D 5e rules. Key reminders:

  • Restrained condition: Speed 0, disadvantage on attack rolls, attacks against have advantage, DEX saves at disadvantage.
  • Incapacitated: Can't take actions or reactions.
  • Stunned: Incapacitated, can't move, can only speak falteringly. Fails STR/DEX saves. Attacks against have advantage.
  • Constitution saving throw DC 15 is a moderate challenge for most characters.

Bundheim at a Glance

Bundheim is a world where kink-based activities and dynamics are woven into the culture and ecology. The supplement adds mature mechanical dimensions to standard 5e play.

Major Factions

  • Freestate of Frjel — libertarian merchant state
  • Izborian Collective — cooperative society
  • Oratory of Ordinza — religious order
  • Abandoned Embers — rebel outcasts
  • Deadfoot Confederation — nomadic tribes
  • League of Blackheart — criminal enterprise
  • Protectorate of Vorrag — militaristic state
  • Helene Pentarchy — noble oligarchy
  • The Dauntless Mandate — expansionist empire

Key Regions

  • Ovra, Macenje, Skickain — the three main regions of Bundheim

Pleasure & Pain Tracker

Escape Encounters

Encounters where characters are restrained need careful design to keep all players engaged. Two frameworks:

Helpless Encounters

Escape is nearly impossible — but never truly impossible (a lucky roll can always theoretically succeed). The focus shifts from escape to endurance and survival.

  • Hazards should be slow or time-delayed to allow for agency.
  • Captives should face an ongoing threat to survive (e.g. rising water, circling predators).
  • Best when split party: some captives, others racing to rescue.
  • Captives can help each other — but must always have something to do.
Design goal: What can the captives do to buy time or alleviate danger while rescue arrives?

Hopeful Encounters

Escape is the goal — a puzzle or challenge where the captives work to slip their bonds.

  • Players look for tools or mechanisms in the environment.
  • Works like an investigation puzzle — find what's needed, use it to escape.
  • Good for moderate-danger situations where the immediate threat isn't lethal.
Design goal: Place the means of escape within reach but requiring creativity or luck to use.

Encounter Design Checklist

  • ☐ What type? Helpless (endure) or Hopeful (escape)
  • ☐ What are the stakes if they fail?
  • ☐ What is the time pressure or escalating threat?
  • ☐ What can captives actively do each turn?
  • ☐ Is there a rescue path for split parties?
  • ☐ What environmental elements could aid escape (Hopeful)?
  • ☐ Is there always at least a chance, however slim, to escape (Helpless)?
  • ☐ Have all players discussed comfort levels beforehand?

Restraint Types Quick Reference

RestraintEscape DC / Method
Rope bindingsDC 17 Athletics or DEX — or a blade
ManaclesDC 20 DEX (thieves' tools) or a key
ChainDC 26 STR or requires bolt cutter/key
Magical restraintDispel Magic (varies) or condition end
GrappleAthletics or Acrobatics vs grappler's roll

Races / Species

Cubeling

A construct-like species with angular, geometric features. Methodical, precise, and often underestimated.

Predacious Furfolk

Apex-predator anthro species — physically powerful, territorial, and fierce. Natural hunters.

Quarry Furfolk

Prey-species anthro — faster and more elusive, with heightened senses and instincts honed by being hunted.

Mythkin

Descendants of mythological beings — unique abilities tied to their creature heritage.

Ziicubus

Fiend-touched creatures attuned to desire and sensation.

Alpha / Omega / Unified

Dynamic-based designations that overlay onto any existing race, granting role-specific abilities reflecting dominance, submission, or balance dynamics.

Backgrounds

  • Meat Marketeer — commerce background with a focus on goods and bodies as trade
  • Curious Explorer — driven by knowledge of the world's more unusual aspects
  • Sadistic Artist — creator whose medium involves sensation and impact
  • Dungeoneer — experienced with dungeon traps, restraints, and confined spaces
  • Teratologist — scholar of monsters and their biological functions
  • Maidservant — trained in service, discretion, and domestic skills
  • Court Dancer — performer of the high courts, skilled in manipulation and grace

New Class: Escapologist

A D&D 5e class specialising in escaping restraints, freeing allies, and using bonds as tools. Subclasses: Guiding Hand and Virtuoso.

Subclass Highlights

  • Barbarian: Path of the Red / Terror / Titan
  • Bard: College of Brats / Sirens / Warmth
  • Cleric: Exorcist / Peril Domain
  • Druid: Circle of the Lamb / Pollen / Tamer
  • Fighter: Dynamic Duelist / Tormenting Hunter
  • Monk: Way of the Feather / Heelbreaker / Wick
  • Paladin: Oath of the Indomitable / Sagittarian
  • Ranger: Horrorling Witch / Slinglash Conclave
  • Rogue: Null Visage / Stitcher
  • Sorcerer: Sanguine Hex / Soulfire
  • Warlock: Alabaster / Contract / Sublime Slithering
  • Wizard: School of Dilemmaturgy / Inscription

Session Notes

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