Punti Ferita
Competenze
Cook
| Livello | Bonus di Competenza | Caratteristiche | Morsels |
|---|---|---|---|
| 1 | + 2 | Cook's Bag Morsels Smelling Salts | 3 |
| 2 | + 2 | Cook's Bag Morsels Smelling Salts | 3 |
| 3 | + 2 | Cook's Bag Morsels Smelling Salts | 4 |
| 4 | + 2 | Cook's Bag Morsels Smelling Salts | 5 |
| 5 | + 3 | Cook's Bag Morsels Smelling Salts | 6 |
| 6 | + 3 | Cook's Bag Morsels Smelling Salts | 7 |
| 7 | + 3 | Cook's Bag Morsels Smelling Salts | 8 |
| 8 | + 3 | Cook's Bag Morsels Smelling Salts | 9 |
| 9 | + 4 | Cook's Bag Morsels Smelling Salts | 10 |
| 10 | + 4 | Cook's Bag Morsels Smelling Salts | 11 |
| 11 | + 4 | Cook's Bag Morsels Smelling Salts | 12 |
| 12 | + 4 | Cook's Bag Morsels Smelling Salts | 12 |
| 13 | + 5 | Cook's Bag Morsels Smelling Salts | 13 |
| 14 | + 5 | Cook's Bag Morsels Smelling Salts | 13 |
| 15 | + 5 | Cook's Bag Morsels Smelling Salts | 14 |
| 16 | + 5 | Cook's Bag Morsels Smelling Salts | 14 |
| 17 | + 6 | Cook's Bag Morsels Smelling Salts | 15 |
| 18 | + 6 | Cook's Bag Morsels Smelling Salts | 15 |
| 19 | + 6 | Cook's Bag Morsels Smelling Salts | 15 |
| 20 | + 6 | Cook's Bag Morsels Smelling Salts | 15 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Equipaggiamento Iniziale
Caratteristiche di Classe
Cook's Bag (Level 1)
At first level, you craft a Cook's Bag, a bag that magically preserves not only your morsels (described below), but also the ingredients required to make them.
You must replenish these ingredients at least once every 30 days. When you do so, you can buy 10 gp worth of food from a market, or you can spend 8 hours scavenging food from your surroundings.
If you lose this bag, you can create a new one by expending 100 gp worth of leather, gems, and other raw materials. Doing so takes 8 hours of work.
Morsels (Level 1)
Years of cooking have taught you that every meal has that one perfect bite, a morsel where all the ingredients mix together into something truly special. You have learned how to instill this morsel with magical effects dependent on the ingredients of the morsel. Creatures that ingest your morsels are given these effects.
Choose three morsels of your choice from the lists at the end of this feature. These are the morsels that you can prepare. A creature can only be under the effects of one morsel at a time. If a creature is under the effects of a morsel, and they ingest another morsel, the original effect ends.
You learn how to prepare additional types of morsels as you level as detailed in the Cook Table. Each time you gain a level, you can replace one morsel you know with a different one.
You can cook a number of morsels equal to your Constitution modifier every short or long rest. You can cook the same type of morsel more than once. All morsels are stored in your Cook's Bag and expire if taken out for longer than 6 seconds, or the next time you cook morsels.
You can use your action to feed a morsel to a creature. When you do so, you reach into your Cook's Bag, pull out a morsel, and feed it to a conscious creature you can touch. They ingest it immediately. You must have a free hand to feed a morsel.
Saving Throws. Some of your morsels require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Morsel
Creatures who do not have mouths or analogous orifices can still be affected by your morsels. Mere contact with your morsels imparts a weakened effect. If a creature cannot ingest your morsel, it has advantage on any saving throws it makes against the morsel's effect.
1st Level Morsels: Almond Milk, Carrot Casserole, Cow Innards, Flavored Ice, Hardened Bread, Herbal Grey Tea, Invigorating Juices, Packed Protein, Smoky Chops, Spicy Pepper, Sugar Crystals
7th Level Morsels: Braised Rabbit, Buttered Trout, Roast Pheasant, Spider Eggs, Thickening Gruel
11th Level Morsels: Chamomile Tea, Shreevy Leaves, Spectral Sprouts, Startouched Seeds, Sweet and Sour Beets
15th Level Morsels: Boiled Dragon's Tail, Hydra Tongue, Elemental Pie
Sous Chef Morsels: Frosted Grapes, Strong Ale, Honeyed Fish, Pine Nut Mash
Mess Sergeant Morsels: Stinking Sprouts, Bloating Beans, Jittering Coffee, Fatty Oats
Hash Slinger Morsels: Greasy Slosh, Fire Salts, Garlic Tuna, Rancid Onion
Brewmeister Morsels: Underdark Draught, Vodka Slushie, Hellfire Whiskey, Angel's Kiss
Smelling Salts (Level 1)
At 1st level, you discover a mix of spices that creates such a visceral and powerful assault on the nose as to break a creature from its stupor. You can use a bonus action to choose one creature that you can touch. You wave the spices under the creature's nose, and it can immediately repeat a saving throw against one condition it currently has, ending the condition on a success. The condition can be the Charmed or Frightened condition.
Expertise (Level 2)
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with cook's utensils. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Cook Archetype (Level 3)
At 3rd level, you choose an archetype that you emulate in the exercise of your cook abilities: Sous Chef, Mess Sergeant, Hash Slinger, Brewmeister, or Monster Masher. Your archetype choice grants you features at 3rd level and then again at 6th , 10th, 14th, and 18th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Rotund Reflection (Level 5)
At 5th level, you gain the ability to repel enemies that attack you. Your stomach is of utmost importance, and you have toned your belly to be tough and somewhat gelatinous. When a Large or smaller creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause the creature to make a Dexterity saving throw against your Morsel save DC. On a failed save, their speed becomes 0 until the end of the turn, and they are either pushed 10 ft. away from you or knocked prone (your choice).
Cook Archetype Feature (Level 6)
At 6th level, you gain an additional feature from your Cook Archetype.
Order Up (Level 7)
Beginning at 7th level, when you make morsels during a long rest, you can make a number of additional morsels equal to your Constitution ability modifier, none of which can have prerequisites.
Smelling Salts Improved (Level 7)
At 7th level, the condition chosen for your Smelling Salts feature can be the Stunned condition.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Expertise (Level 9)
At 9th level, you can choose two more of your proficiencies (in skills or with cook's utensils) to gain the benefit of your Expertise feature.
Iron Stomach (Level 9)
At 9th level, a lifetime of eating any and all sorts of foods has prepared your stomach for anything. You are immune to any ingested poisons and the poisoned condition.
Cook Archetype Feature (Level 10)
At 10th level, you gain an additional feature from your Cook Archetype.
Order Up Improved (Level 11)
At 11th level, you can make the additional morsels from your Order Up feature during a short rest as well as during a long rest.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Smelling Salts Improved (Level 13)
At 13th level, the condition chosen for your Smelling Salts feature can be the Paralyzed condition.
Cook Archetype Feature (Level 14)
At 14th level, you gain an additional feature from your Cook Archetype.
Soul of Food (Level 15)
At 15th level, you have attuned your body's life force to the nourishing energies of the world. You can cast Create Food and Water once with this feature and regain the ability to do so when you finish a long rest. When you do so, you create 100 gold pieces worth of food that is not bland, but flavorful and enjoyable.
In addition, if you make morsels, and you have no ingredients left, you conjure the necessary ingredients as part of making the morsels.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Fulfilling Meal (Level 17)
At 17th level, whenever you feed a morsel to a creature that you have shared a long rest with (including yourself), you can double the duration of the morsel's effect.
Smelling Salts Improved (Level 17)
At 17th level, the chosen creature for your Smelling Salts feature has advantage on the repeated saving throw.
Cook Archetype Feature (Level 18)
At 18th level, you gain an additional feature from your Cook Archetype.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Leftovers (Level 20)
At 20th level, when you roll initiative and have no morsels left, you conjure one morsel that you know how to prepare inside your Cook's Bag.
Multiclasse
Requisiti Multiclasse
{"con":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Brewmeister
Spiked Morsels (Level 3)
At 3rd level, you become an expert in alcohol, its benefits and detriments, and you know how to work it into any morsel you prepare.
You gain proficiency with Brewer's Supplies if you don't already have it.
Additionally, when you prepare a morsel, you can choose to spike it, allowing your morsels to build off one another. If a creature is under the effects of a spiked morsel, and they ingest another spiked morsel, the original effect does not end, and the creature becomes intoxicated for 1 minute. An intoxicated creature is immune to the charmed and frightened conditions.
When a creature's intoxication ends, it loses all effects gained from morsels, and the creature can't move or take actions until the end of its next turn as it becomes hungover.
Once a creature has become intoxicated, it can't do so again until it has finished a short or long rest.
Drunken Stumble (Level 6)
Beginning at 6th level, you start to manipulate your alcoholic additions to provide added benefits to intoxicated creatures.
Creatures you intoxicate increase their speed by 10 feet, and other creatures have disadvantage on opportunity attack rolls against them.
Boozy Yield (Level 10)
At 10th level, your brew relaxes the muscles, softening the blow of certain assaults.
Creatures you intoxicate gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.
Angry Drunk (Level 14)
At 14th level, you craft your booze to create a frenzied buzz.
Once per turn, when a creature that you have intoxicated hits a creature with an attack, they can add your Constitution modifier to the damage roll.
Legendary Morsel (Level 18)
At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.
Master Brew. A hard, fine liquor. When ingested, the target immediately becomes intoxicated for 10 minutes. When this intoxication ends, the target does not become hung over.
Hash Slinger
Bonus Proficiencies (Level 3)
When you become a Hash Slinger at 3rd level, you gain proficiency with martial weapons.
We Deliver Death (Level 3)
Also at 3rd level, you gain the ability to feed your enemies at range. When you feed a morsel to a hostile creature, the creature you feed can be up to 30 feet away from you, so long as you can see them, and their mouth or analogous orifice is not blocked by total cover. You throw the morsel directly into their mouth or analogous orifice, and they ingest it immediately.
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Horrific Stench (Level 10)
At 10th level, your food-based experiments have weaved a sickening and distracting smell into your body that releases when you're in danger. Whenever a hostile creature within 10 feet of you makes an ability check or saving throw, they subtract 1d4 from their roll.
Noxious Strike (Level 14)
At 14th level when a creature makes a saving throw against one of your morsel's effects, you can impose disadvantage on the roll. Once you use this feature, you must finish a short or long rest before you can use it again.
Legendary Morsel (Level 18)
At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.
Bubbly pill. This Carbon dioxide infused morsel dissolves in the target's stomach, building up pressure inside their body. The target must make a Constitution saving throw. On a failed save they are poisoned and their speed is halved until the end of your next turn. Whether the save is successful or not, if the target is killed within 1 hour, it explodes. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save they take 10d6 force damage if the target was Medium sized or smaller, and 5d6 extra force damage for each size category larger than Medium, or half as much damage on a successful save.
Mess Sergeant
Never Satisfied (Level 3)
At 3rd level you gain the ability to eat very quickly. On your turn, you can feed a morsel to yourself as a bonus action.
Additionally, your healthy appetite bolsters your health. Your hit point maximum immediately increases by 3 and increases by 1 whenever you gain a level in this class.
Raucous Belch (Level 6)
At 6th level, you gain the ability to taunt your foes with a loud and odorous burp. As an action you can have each hostile creature in a 10 foot cone originating from you make a Wisdom saving throw against your Morsel save DC. On a failed save, the target(s) have disadvantage on attack rolls against all creatures other than you until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Sturdy Stomach (Level 10)
At 10th level, you can be under the effects of two morsels at the same time.
If you are under the effects of two morsels and ingest a third morsel, you lose one of the original effects (your choice).
Strict Diet (Level 14)
At 14th level your diet optimizes your body beyond its normal limits. Choose Strength, Dexterity, or Constitution. Increase the ability score of the chosen ability by 2, and the limit for that ability score becomes 22.
Legendary Morsel (Level 18)
At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.
Crytalline Heart. The heart of a rock candy giant. For 10 minutes, if the target's total for a Strength, Dexterity, or Constitution ability check or saving throw is less than their score for the ability being checked, they can use that score in place of the total.
Monster Masher
Vital Harvest (Level 3)
At 3rd level, you learn that there is a power left in creatures recently killed. During their last moments, the threat of death brings a creature to full and utmost life. The vital essence of a creature killed in this state lingers, but must be harvested and preserved to be utilized.
If you or an ally kills a hostile creature with a challenge rating of 1 or higher, and the creature's body is not destroyed, you can harvest meat from the body for a special meal if it is of a type you know how to cook (described below). Harvesting this meat takes 1 hour, and you have 24 hours after killing the creature to harvest the meat before the vital essence fades.
You keep this meat in your Cook's Bag until you are ready to prepare it. You can only have one of these meats in your Cook's Bag at a time. As part of a short or long rest, you can prepare the special meal from this meat. A number of creatures equal to 5 + your Constitution modifier can partake of the meal as part of the same short or long rest. These creatures gain a benefit depending on the creature type of the creature from which the meat came. This benefit lasts for 24 hours after the short or long rest ends, or until your next long rest, whichever comes first.
Beast. Your current and maximum hit points increase by 10.
Monstrosity. You have advantage on Strength, Dexterity, and Constitution saving throws against magic.
Ooze. You gain blindsight out to a range of 10 feet.
Plant. While you are standing in direct sunlight, you have advantage on Strength and Constitution checks, and whenever you would regain hit points, treat any dice rolled as having rolled their maximum value.
Aberration. You gain darkvision out to a range of 60 feet and telepathy out to a range of 60 feet.
Dragon. You gain a flying speed of 60 feet. If you end your turn in the air, and nothing is keeping you aloft, you fall.
Fiend. You have advantage on all Charisma and Intelligence checks and saving throws.
Giant. You gain the benefits of the Enlarge spell.
Autonomous Bag (Level 6)
At 6th level, you modify your Cook's Bag to use the vitality coursing through a recently taken piece of flesh to cook it into a morsel.
When you deal slashing or piercing damage to a hostile creature that isn't a humanoid, celestial, undead, construct, or fey, with a melee weapon attack, you can cut off a chunk of meat and place it into your Cook's Bag as part of the same attack. The chunk is immediately prepared into the Fresh Cut morsel (described below) by your Cook's Bag. You can't have more than one morsel of this type in your bag at a time.
Your Cook's Bag can season and cook the following morsel a number of times equal to your Constitution modifier (minimum of once). You regain expended uses when you finish a long rest.
Fresh Cut. A rare slice of flesh that heals allies and harms foes. When ingested by a friendly creature, the target regains 2d6 hit points. When ingested by a hostile creature, the target must make a Constitution saving throw. On a failed save they take 2d6 acid damage, or half as much damage on a success.
The morsel's healing and damage increase by 1d6 when you reach certain levels in this class: 7th level (3d6), 9th level (4d6), 13th level (5d6), 17th level (6d6), 20th level (7d6).
Combat Bag (Level 10)
At 10th level, you modify your Cook's Bag into a weapon that spits your morsels out as projectiles. It counts as a simple, magical ranged weapon that only you are proficient with. It deals 1d12 bludgeoning damage, and has the ammunition (range 30/120) property.
The only ammunition you can use for this weapon are your morsels. You choose which morsel you use as ammunition for each attack before you make an attack roll. When you hit a creature with this weapon, you can have the target immediately ingest the morsel used for ammunition.
Vital Observance (Level 14)
At 14th level, your study of the vital essence of creatures allows you to see its ebb and flow, giving you insights into creatures you observe closely.
If you observe a creature for 1 minute, you learn if it has any vulnerabilities, immunities, or resistances and what they are. You need only to be able to see the creature for the duration of the minute to gain this knowledge. You cannot observe more than one creature during this minute.
You can gain knowledge using this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Legendary Morsel (Level 18)
At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.
Vital Meat. A bite of one of your harvests. When prepared, choose one of the benefits listed in your Vital Harvest feature. When this morsel is ingested, the target gains the chosen benefit for 1 minute.
Sous Chef
We Deliver (Level 3)
At 3rd level, you become a caretaker of heroes, ready at any moment to help your allies, even at range. When you feed a morsel to a willing creature, the creature you feed can be up to 30 feet away from you, so long as you can see them, and their mouth is not blocked by total cover. You throw the morsel directly into their mouth, and they ingest it immediately.
Additionally, when you feed a morsel to a willing creature that you can touch (other than yourself), you can do so as a bonus action.
Secret Sauce (Level 6)
At 6th level, you create a signature sauce that you dab onto all of your beneficial morsels. Whenever you feed a morsel to a friendly creature, it regains a number of hit points equal to your Constitution modifier.
Aromatic Scent (Level 10)
By 10th level, the continuous consumption of culinary delights has infused your body with a thousand revitalizing smells that stir your companions to action. As an action you can expel these smells in one powerful wave. All friendly creatures (including yourself) within 30 feet of you that you can see regain a number of hit points equal to your Cook Level, and they can each immediately use their reaction to make a single weapon attack or cast one cantrip they know that requires an attack roll or saving throw (their choice).
Once you use this feature, you must finish a long rest before you can use it again.
Magnificent Meal (Level 14)
Beginning at 14th level, you can prepare a magical feast that strengthens both body and will. You gain the ability to cast the Heroes' Feast spell. When you do so, you replace the material components of the spell with fine foods worth at least 500 gp, which the spell consumes.
Once you cast Heroes' Feast in this way, you cannot do so again until you have finished a long rest.
Legendary Morsel (Level 18)
At 18th level, you gain the ability to make the following morsel when you take a long rest. When you do so, you can make only one. It doesn't expire until your next long rest, and it doesn't count against the total number of morsels you can prepare.
Monkey's Brains. The well-seasoned brains of the world's most capable simians. For 10 minutes, if the target fails a saving throw, they can choose to succeed instead. If they choose to do so, this morsel's effect ends.