SIGNING IN

Livspoeng

Livsterninger 1d12 per niva

Kyndigheter

INT , CON

Gourmet

Niva Dyktighetsbonus Egenskaper Stock Meal Multiplier
1 + 2 Guts Stock Up Campfire Cook 2 1
2 + 2 Guts Stock Up Campfire Cook 4 1
3 + 2 Guts Stock Up Campfire Cook 6 1
4 + 2 Guts Stock Up Campfire Cook 8 1
5 + 3 Guts Stock Up Campfire Cook 10 2
6 + 3 Guts Stock Up Campfire Cook 12 2
7 + 3 Guts Stock Up Campfire Cook 14 2
8 + 3 Guts Stock Up Campfire Cook 16 2
9 + 4 Guts Stock Up Campfire Cook 18 2
10 + 4 Guts Stock Up Campfire Cook 20 2
11 + 4 Guts Stock Up Campfire Cook 22 2
12 + 4 Guts Stock Up Campfire Cook 22 2
13 + 5 Guts Stock Up Campfire Cook 24 3
14 + 5 Guts Stock Up Campfire Cook 24 3
15 + 5 Guts Stock Up Campfire Cook 26 3
16 + 5 Guts Stock Up Campfire Cook 26 3
17 + 6 Guts Stock Up Campfire Cook 28 3
18 + 6 Guts Stock Up Campfire Cook 28 3
19 + 6 Guts Stock Up Campfire Cook 30 3
20 + 6 Guts Stock Up Campfire Cook 30 3

Klasseegenskaper

Niva 1

Guts
Stock Up
Campfire Cook

Niva 10

Gusto
Culinary Specialty Feature

Niva 11

Breakfast of Kings

Niva 12

Ability Score Improvement

Niva 13

Baker's Dozen

Niva 14

Culinary Specialty Feature

Niva 15

Great Gusto

Niva 16

Ability Score Improvement

Niva 17

Seasoned Adventurer

Niva 18

Secret ingredient

Niva 19

Ability Score Improvement

Niva 2

Culinary Specialty
Chef's Technique

Niva 20

Way to the Heart

Niva 3

Discerning Taste
Lunch Rush

Niva 4

Ability Score Improvement

Niva 5

Fodder Break
Epicurean Physique

Niva 6

Culinary Specialty Feature

Niva 7

Wine & Dine
Hustle

Niva 8

Ability Score Improvement

Niva 9

Varied Palate

Kyndigheter

Armor

light

shield

Weapons

simple

tridents

nets

Skills

Startutstyr

(a) five daggers, or (b) any simple weapon of your choice.
A set of padded armor and a shield.
A set of cook's utensils, an iron pot and 10 days of rations.
Alternativt kan du starte med: 3d4*10

Klasseegenskaper

Guts (Level 1)

When a creature you can see attacks a target that is within 5 feet of you, you can use your reaction to interpose yourself between the attack and its intended target, making yourself the target of the attack roll instead. You must make this decision before the attack is determined to hit or miss.

Stock Up (Level 1)

A good cook wastes not and wants not. Your ingredients come not only from the pantry, but also from the creatures you encounter on your adventures. As a gourmet, you build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice fuel your other abilities, detailed later in this class.

At the end of a long rest, you gain a number of ingredient dice equal to twice your proficiency bonus, which are d6s. At 6th level, these ingredient dice turn into d8s. At 14th level, they turn into d10s.

With cook's utensils, a dagger, or a weapon that deals slashing damage in hand, you can begin the process of harvesting additional ingredient dice from the remains of a creature within 5 feet of you, so long as it died within the last 24 hours and is one of the following types of creature: aberration, beast, dragon, elemental, fiend, fey, giant, humanoid, monstrosity, ooze, or plant. The process takes 1 minute per creature, at the end of which you gain an ingredient die equal to the size of its Hit Dice.

For example, if you harvest a Tiny creature, you gain 1d4 as an ingredient die. If the creature is Small, you gain 1d6, and so on. Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey.

The maximum number of ingredient dice you can store is shown in the Stock column of the Gourmet table. If you exceed your Stock maximum when you gain a new ingredient die, you must choose ingredient dice in your stock to discard until you no longer exceed it.

Campfire Cook (Level 1)

Your culinary skills are crucial to extending the stamina of your companions. Luckily, you have learnt to cook almost anywhere.

As long as you have access to your cook's utensils at the end of a long rest, you can expend any number of ingredient dice in your Stock to create a meal. A meal comprises a pool of temporary hit points equal to the total number rolled on the expended ingredient dice + your Wisdom modifier. Choose any number of friendly creatures (which can include yourself) within 30 feet of you to partake of the meal. You serve a number of temporary hit points to each creature from your meal as you see fit. A single creature can gain a maximum number of temporary hit points per meal equal to 5 x your gourmet level. Temporary hit points served from your meal last until the start of a creature's next long rest.

As you gain levels in this class, the quality of your cooking will improve and the value of your meal will multiply, as shown in the Meal Multiplier column of the Gourmet table. Apply this multiplier when determining the total number of temporary hit points in one of your meals.

For example, as an 5th-level gourmet with a Wisdom score of 17, you might roll 7 ingredient dice of varying sizes for a total of 27 points. Adding your Wisdom modifier of 3 brings this to a total of 30 points, before you apply your Meal Multiplier for a pool totaling 60 temporary hit points. To three different creatures, you choose to grant 15, 20, and 25 temporary hit points respectively.

Culinary Specialty (Level 2)

Choose a culinary specialty: Aberrant Cuisine, Beast Cuisine, Cannibal Cuisine, Capricious Cuisine, Elemental Cuisine, Gelatinous Cuisine, Hellish Cuisine, Industrial Cuisine, Monstrous Cuisine, Ordning Cuisine, Quartermaster's Cuisine, Rare Cuisine, or Vegetarian Cuisine, each of which is detailed after the class's description. Your choice grants you features at 6th level, and again at 10th and 14th level.

Chef's Technique (Level 2)

Cleavers, knives, or tenderizers: a good cook uses their tools with precision. Choose either bludgeoning, piercing, or slashing damage. You gain a +2 bonus to attack rolls you make with melee weapons that deal your chosen damage type.

In addition, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with cook's utensils.

Discerning Taste (Level 3)

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on taste or smell in regard to prepared food or drink.

Lunch Rush (Level 3)

You can take charge of a busy situation with decisive momentum. Instead of moving as normal on your turn, you can convert your movement into a bold rush. The path of your rush is a straight line equal in width to your space and equal in length to your movement speed. Every creature in the line must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. This movement does not provoke attacks of opportunity. While rushing, you ignore difficult terrain created by moving through a creature's space, but walls and other solid surfaces arrest your momentum.

Starting at 5th level, you can choose to expend one ingredient die when making your Lunch Rush. Any creature that fails its save and is knocked prone takes bludgeoning damage equal to the number rolled on the expended die.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses at the end of a long rest.

Ability Score Improvement (Level 4)

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.

If your DM allows the use of feats, you may instead take a feat.

Fodder Break (Level 5)

You can now quickly prepare small meals and snacks to refuel your companions throughout the day. During a short rest, you can expend an ingredient die to grant a friendly creature within 30 feet of you temporary hit points equal to your Wisdom modifier + the number rolled on the expended ingredient die. The temporary hit points created by this meal do not replace those granted by your Campfire Cook feature, but instead are added to them. You can bolster up to six creatures this way per short rest, expending one ingredient die per creature.

Epicurean Physique (Level 5)

Your adventurous diet has made you remarkably robust. You become immune to poison and disease from ingested sources.

In addition, at the start of each of your turns you can choose one of the following benefits. The benefit you choose lasts until the start of your next turn:

Robust Blows

By throwing your weight behind your blows, you can add your Constitution modifier to the damage rolls of your melee attacks.

Sturdy Defense

By tensing yourself to withstand punishment, you can reduce the damage you take from weapon attacks by an amount equal to your Constitution modifier.

Culinary Specialty Feature (Level 6)

At 6th level, you gain a feature granted by your Culinary Specialty.

Wine & Dine (Level 7)

You are able to exploit the natural bonhomie shared between those who break bread. While eating a meal at the same table, or within similar proximity to, another creature with an Intelligence score of 8 or higher, you gain advantage on Wisdom (Insight) or Charisma (Persuasion) checks made against that creature.

Hustle (Level 7)

You will ignore minor pains common to the kitchen and the battlefield when time is of the essence. You gain resistance to acid, cold, and fire damage if you have moved since the beginning of your last turn.

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.

Varied Palate (Level 9)

You gain proficiency in one new skill of your choice. In addition, choose one type of creature detailed in the Stock Up class feature. You gain two ingredient dice, instead of one, when harvesting from this creature type.

Gusto (Level 10)

A creature that partakes of a meal created using your Campfire Cook feature has its exhaustion level, if any, decreased by 1.

Culinary Specialty Feature (Level 10)

At 10th level, you gain a feature granted by your Culinary Specialty.

Breakfast of Kings (Level 11)

You can expend 8 ingredient dice to cast the heroes' feast spell, without needing material components. When you do so, you can choose to expend an additional ingredient die for each creature partaking of the feast to grant advantage to all Charisma saving throws as part of the feast's benefits.

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.

Baker's Dozen (Level 13)

You can treat any d12 or d20 roll of 12 as a 13.

Culinary Specialty Feature (Level 14)

At 14th level, you gain a feature granted by your Culinary Specialty.

Great Gusto (Level 15)

A creature that partakes of a meal created using your Campfire Cook feature now has its exhaustion level, if any, decreased by 2.

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.

Seasoned Adventurer (Level 17)

Your vast experience grants you proficiency in Wisdom and Dexterity saving throws.

Secret ingredient (Level 18)

When you roll initiative and have no ingredient dice remaining, you regain 1 ingredient die. Roll a d6 to determine its size according to the table below:

d6 RollIngredient Die

1

2

3

4

5

6

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.

Way to the Heart (Level 20)

You can reinvigorate your well-fed companions with a rousing display of bravery. As an action once per long rest, you can immediately grant temporary hit points equal to 10 x your Wisdom modifier to any friendly creatures that can see you within 120 feet, so long as they retain at least 1 temporary hit point granted by your Campfire Cook or Fodder Break features. These temporary hit points replace those granted by your other gourmet features.

Multiklassing

Multiklassekrav

{"con":13,"wis":13}

Oppnådde Kyndigheter

Armor light , shield
Skills Choose Velg 1 fra Animal Handling, Insight, Medicine, Nature, Persuasion, Sleight Of Hand, Survival

Underklasser

Underklasse-egenskaper

Aberrant Cuisine

Aberrant Cuisine (Level 2)

All gourmets have adventurous appetites. Those who chase the taste of aberrant cuisine push the palate beyond ordinary comprehension. They are fascinated by the possibilities of strange or otherworldly foods that rarely find their way onto the Material Plane. These cooks are often obsessive about recording the details of their dives into the unknown, though such recipes are unlikely to be written in a legible hand, or to be recognized as edible at all. Many gourmets of this ilk exude an unsettling, invasive air. A steady diet of foodstuffs outside of mortal comprehension can wreak bizarre changes to the tastebuds... and the mind.

Unorthodox Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting aberrations. You gain two ingredient dice, instead of one, when harvesting from a creature with the aberration tag.

Esotheric Method

You follow your tastes down a peculiar path that leaves common wisdom far behind. Whenever a gourmet feature uses your Wisdom modifier, you can use your Intelligence modifier instead.

Parasitic Delicacy

Your meals host an unearthly component that lingers in the body. Friendly creatures that partake of a meal created using your Campfire Cook feature form a shared mental network with one another that lasts 12 hours, or until the start of your next long rest. They can communicate telepathically with other creatures that consumed the meal up to a range equal to your Intelligence modifier x 100 feet (minimum 0). Creatures with an Intelligence score of 2 or less are unable to join the network.

As an action while your network is active, you can expend an ingredient die to detect creatures that can be harvested using your Stock Up feature. You learn the location, as well as the type, of any such creature within 60 feet of you. The probe can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

False Hunger (Level 6)

You learn to trigger the panic of starvation in your foes by invading their sensory centers with psychic tastes and smells. When a hostile creature moves within 10 feet of you for the first time on a turn or starts its turn there, it must make an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes psychic damage equal to your Intelligence modifier.

A creature that does not need to eat or drink is immune to this effect.

Acquired Taste (Level 6)

Your palate has developed enough to take in psychic flavours as well as physical ones. When you are harvesting from a creature, you can forgo adding any ingredient dice to your stock and instead instantly consume part of that creature, gaining some of its recent memories. You can choose one of the creature's skill proficiencies, if it had any, and substitute its bonuses for your own for 1 hour. For up to 10 minutes after consumption, you can explore the memories of events that the target experienced within the last 24 hours. You can hone in on particular events that lasted no more than 10 minutes in detail. Otherwise, you gain a general summary of the creature's experiences. You can recall what you learned afterwards as accurately as if accessing your own memories.

Substitute (Level 10)

When a creature that forms part of your Parasitic Delicacy network is forced to make an Intelligence, Wisdom, or Charisma saving throw, they can choose to use the save modifier of any other creature currently in the network in place of their own. Multiple creatures can choose the same modifier to use at the same time.

Saves can be substituted in this way a number of times equal to your Intelligence modifier (minimum 0). If multiple creatures substitute a save at the same time, each creature expends a use of this feature. You regain all expended uses after completing a long rest.

Brain Food (Level 14)

Your unusual diet has wrought permanent changes upon your mind. You become immune to hostile telepathy. If a creature attempts to breach your mind or contact you telepathically without prior consent, you become aware of this, as well as the general direction and distance to the source of the signal, but are otherwise unaffected.

In addition, your Intelligence score increase by 2. Your Intelligence score maximum is now 22.

Beast Cuisine

Beast Cuisine (Level 2)

Chefs who choose this specialty favor rustic, countryside cooking: luscious roasts, thick-cut bacon butties, soups, stews, and barbeques. They are often expert hunters as well as cooks, and excel in identifying and tracking the finest game to serve as a centerpiece. Guests to such a gourmet's table leave feeling fit to burst and as strong as an ox.

Carnivore's Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting beasts. You gain two ingredient dice, instead of one, when harvesting from a creature with the beast tag.

Hearty Meals

Whenever a creature receives temporary hit points from one of your gourmet features, it can immediately expend 5 temporary hit points to decrease its exhaustion level by 1. Multiple levels of exhaustion can be cured simultaneously, with temporary hit points expended separately for each level.

Bait Quarry

You use hunting techniques to help secure foes. When you intercept an attack using your Guts feature, you can expend an ingredient die to immediately grapple the attacking creature, so long as you would ordinarily be able to do so.

When you are grappling a creature, you can use the Attack action to make a special melee attack and attempt to restrain it with a rope, chain, trap, or similar. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. Make a Wisdom (Animal Handling) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). If you succeed, the target is restrained. The effect persists even if you release your hold on the creature. The creature can use an action to attempt to break free, as if from a grapple, by contesting your original roll again. On a success, it is no longer restrained.

Extra Attack (Level 6)

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Wild Roast (Level 6)

Your cooking enriches the natural succulence of your protein packed ingredients. When you create a meal using your Campfire Cook feature, you can choose one effect of the enhance ability spell. A number of creatures of your choice equal to your Wisdom modifier (a minimum of 1) that partake of the meal gain this effect. The effect does not require concentration to maintain, and persists so long as a creature retains temporary hit points from your meal. If the Bear's Endurance effect is chosen, the 2d6 additional temporary hit points are rolled separately for each creature affected, and are added to the total of temporary hit points they receive from your meal.

Starting at 10th level, you can choose a different effect of the spell to grant to each creature that partakes of the meal

Game Cook (Level 10)

Your talents as hunter and cook are equally honed. When you hit a creature of a type you are able to harvest with a weapon attack, you can opt to target its vital points and prematurely expend its ingredient die, adding the number rolled + your gourmet level to your total damage for the attack. An ingredient die targeted in this way cannot be harvested later.

If the creature you target is of a type that you can harvest two ingredient dice from, instead of one, you can prematurely expend one or both dice when targeting it with this feature.

Choice Cuts (Level 14)

You now treat creatures as one size larger for the purposes of harvesting or prematurely expending ingredient dice. For example, Tiny creatures now offer 1d6, Small creatures 1d8, and so on. The size of an ingredient die cannot exceed d20.

Cannibal Cuisine

Cannibal Cuisine (Level 2)

All gourmets have adventurous appetites. Those who chase the taste of aberrant cuisine push the palate beyond ordinary comprehension. They are fascinated by the possibilities of strange or otherworldly foods that rarely find their way onto the Material Plane. These cooks are often obsessive about recording the details of their dives into the unknown, though such recipes are unlikely to be written in a legible hand, or to be recognized as edible at all. Many gourmets of this ilk exude an unsettling, invasive air. A steady diet of foodstuffs outside of mortal comprehension can wreak bizarre changes to the tastebuds... and the mind.

Grisly Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting humanoids. You gain two ingredient dice, instead of one, when harvesting from a creature with the humanoid tag.

Personal Chef

You learn how to shadow a target you have marked for consumption. As a bonus action, choose a creature that you can see within 120 feet of you. The target must succeed on a Wisdom (Insight) check (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failure, the target is marked by your bloodlust for 24 hours. A marked target has disadvantage on Wisdom (Insight) and Wisdom (Perception) checks related to you. Once per turn when you hit the marked target with a weapon attack, you can immediately make a second attack against the same target as part of the same action. If necessary, you draw a new weapon or piece of ammunition as part of this attack. This attack is a critical hit on a roll of 19 or higher.

The target ceases being marked if it dies, you mark another creature, or if you choose to release it as a bonus action.

You can use this feature twice. You regain all expended uses at the end of a short or long rest.

Cannibal's Craving

When you are harvesting from a creature, you can forgo adding an ingredient die to your stock and instead instantly consume it, recovering a number of hit points equal to the number rolled on the consumed ingredient die + your Constitution modifier.

If the creature is of a type that you can harvest two ingredient dice from, instead of one, you can consume one or both dice when using this feature.

Once you use this feature, you must finish a short rest before you can use it again.

Taste for Blood (Level 6)

Creatures that you feed gain an enhanced appetite for violence until the start of their next long rest. Once per turn, when a creature that has partaken of your most recent Campfire Cook meal misses an attack against a target within 30 feet and the target is missing any of its hit points, the creature can reroll its attack against that target.

Hungry Stare (Level 6)

Try though you might, sometimes your predilections can be hard to hide. It is evident when you have hunger on the brain. If you have not eaten for 4 hours or more, you gain advantage on Charisma (Intimidation) checks against humanoids.

Butcher's Mentality (Level 10)

Your mind is by now completely dissociated from the horrors you see inflicted by your own blades. When you deal damage to a creature with an attack, you gain resistance to psychic damage and gain a +1 bonus to your Intelligence, Wisdom, and Charisma saving throws until the start of your next turn.

Voracious (Level 14)

Your hunger for blood has become equal to that of a berserker. If the second attack granted by your Personal Chef feature is a critical hit, you can expend an ingredient die to make a third attack against the same target as part of the same action. If necessary, you draw a new weapon or piece of ammunition as part of this attack. This attack is a critical hit on a roll of 18 or higher.

Capricious Cuisine

Capricious Cuisine (Level 2)

The power to charm, to manipulate, is a tempting reward for the years required to learn a fine craft. Some gourmets seek just such opportunities. They use their culinary skills to practice a kind of black magic, constructing alluring feasts and blending potions of ill intent. These cooks know that the fruits of the conniving fey are the secret to many doubleedged delights. They also emulate the tricky nature of such creatures: drawing in, pampering, and deceiving their patrons with the subtle spice of sylvan magic... always ready to turn on them the moment a tantalizing advantage presents itself.

Decadent Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting fey. You gain two ingredient dice, instead of one, when harvesting from a creature with the fey tag.

Witches' Brew

You have a talent for tricking guests invited to your table. You gain proficiency with the poisoner's kit. By spending thirty minutes with your cook's utensils and either alchemist's supplies, a herbalism kit, or a poisoner's kit, you can create a meal using the same method as your Campfire Cook feature, and secretly fill it with bewitching poisons. The meal's value equals half of its usual total (rounded down)

Up to six creatures of your choice that partake of the meal must make a Constitution saving throw against (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a success, a creature notices a bad taste in the food but is otherwise unaffected. On a failure, a creature is charmed by you for a number of hours equal to your Wisdom modifier, or until you or your companions do anything harmful to it. The charmed creature regards you as a good friend. In addition, the meal's value is subtracted from a creature's maximum hit points for the duration. When the effect ends, the creature knows it was charmed by you.

The meals true contents can be revealed by a detect poison and disease spell, but cannot be guarded against by effects such as protection from poison or purify food and drink.

Beckoning Aroma

The dangerous allure of your dishes is enough to draw the nose of creatures with the force of a physical gesture. As an action, you can expend an ingredient die to cook up swirls of tantalizing steam that radiate from you in an aura with a 30- foot radius. The steam lasts for 1 minute. A hostile creature with a working sense of smell that starts its turn in the aura must make a Wisdom saving throw against your Witches' Brew DC. On a failed save, the creature is compelled to spend at least half of its movement speed to move towards you.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses at the end of a long rest.

Mingle Among Many (Level 6)

If you spend at least 1 minute studying two or more conversing creatures, you gain temporary fluency in the language they are speaking, so long as it is one you are able to physically reproduce. You retain this fluency for 1 hour. After the hour expires, the fluency is lost when you cease conversing with another creature in the language for longer than 1 minute.

Compliments to the chef (Level 6)

You feed off of the delight and delirium your food evokes. Your attacks now deal an additional 1 damage for each creature that has partaken of your Campfire Cook or Witches' Brew meals in the last 12 hours.

Seductive Sweetmeats (Level 14)

You can expend an ingredient die as part of a Charisma (Deception) or Charisma (Persuasion) check to grant yourself advantage on the check by offering a small treat of the target's liking. If the target consumes the offering within the next hour, you can choose to have it immediately fall under the effects of your Witches' Brew feature. The value subtracted from the target's maximum hit points equals the number rolled on the expended die + your gourmet level.

Elemental Cuisine

Elemental Cuisine (Level 2)

Gourmets of this persuasion have been inspired by the way that the ingredients of the universe can be broken down into their most basic parts and endlessly recombined in new recipes. Experimenters and inventors at heart, they have an affinity for the study and manipulation of the elements - the very building blocks of all flavor, matter, and power - that elevates their molecular gastronomy to a method not unlike alchemy. With accompaniments of arcane magic, these curious cooks create burning spices, silky-smooth sauces, airlight pastries, and deep textures unlike any other. When called to action as part of an adventuring band, they can use these lessons in fusion to enhance the effects of their spellwork, as well.

Spellcasting

You enhance your cooking and combat skill with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You learn three cantrips: produce flame and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Elemental Cuisine 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 spell 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 burning hands and have a 1st and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and evocation spells on the class=Wizard.

The Spells Known column of the Elemental Cuisine Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or evocation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

. Wisdom is your spellcasting ability for your wizard spells, since you apply your learning through the medium of your cooking. 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 wizard spell you cast and when making an attack roll with one.

Spell
Spell

Primordial Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting elementals. You gain two ingredient dice, instead of one, when harvesting from a creature with the elemental tag.

Alchemical Gastromancy

Your recipes interact with elemental magic in ways that continue to deliver an exhilarating culinary experience long after the last bite. When a creature partakes of a meal created using your Campfire Cook feature, it gains a stored version of the 1st-level spell absorb elements that remains stored for 8 hours, or until the creature is knocked unconscious.

As a reaction when it takes acid, cold, fire, lightning, or thunder damage, a creature can release this spell to instantly cast it upon themselves. The stored spell is then consumed.

Experimental Fusions (Level 6)

By combining magic and food, you create new recipes greater and stranger than the sum of their separate components. When you cast a spell of 1st level or higher, you can expend an ingredient die to prepare one of the effects listed below as part of the spell.

You can use this feature twice. You regain all expended uses at the end of a short or long rest.

The fusions are presented in alphabetical order.

Deconstructed

You draw out the ingredients of water to change a spell. You can convert the damage type of the spell to one from the following list: acid, cold, fire, lightning, thunder, or bludgeoning. The first time the spell deals damage, it also deals additional damage equal to the number rolled on your expended ingredient die.

Kick it Up

You draw out the ingredients of fire to bolster a spell attack. Add the number rolled on the expended ingredient die to your spell attack roll.

Rustic Charm

You draw out the ingredients of earth to reinforce the heft of a spell. Add half the number rolled on the expended ingredient die, rounded up, to your spell save DC for this spell. The increased DC lasts for the duration of the spell.

With a Twist

You draw out the ingredients of air to put a spin on a ranged spell attack. Add 5 x the number rolled on the expended ingredient die to the spell's range in feet. The spell can now also move around corners if necessary, and ignores three-quarters cover and half cover to reach its target if it is in range.

Element Eater (Level 6)

You have trained your body to subsist on and savor elemental energy. When you are targeted by or included in the area of effect of a spell, attack, or other effect that deals acid, cold, fire, lightning, thunder, or bludgeoning damage and you have resistance to that damage, you can expend an ingredient die to absorb the resisted element instead, taking no damage from the triggering effect and instead regaining a number of temporary hit points equal to the number rolled on the expended die. These temporary hit points do not replace those granted by your other gourmet features, but instead are added to them. When you absorb damage in this way, you gain advantage on Intelligence (Arcana) checks related to the corresponding damage type for 1 hour.

You can use this feature a number of times equal to your Constitution modifier (a minimum of 0). You regain all expended uses at the end of a long rest.

Spell Chef (Level 10)

You learn the create or destroy water spell. The spell doesn't count against the number of gourmet spells you know, and you can cast it without a material component. You can also cast the create food and water spell once without a spell slot, and you regain the ability to do so when you finish a long rest.

In addition, you can expend one gourmet spell slot as an action to create an ingredient die. A 1st-level spell slot creates 1d8. The ingredient die's size increases by one for each slot level above 1st. For example, a 2nd-level spell slot creates 1d10.

Stirring Energies (Level 14)

Your understanding of the way the elements combine and recombine has reached a near-innate level that allows you to draw their power directly from your own sustenance. When you cast a spell with a casting time of an action that deals either acid, cold, fire, lightning, thunder, or bludgeoning damage, you can choose to convert any temporary hit points you have, up to a maximum equal to twice your gourmet level + your Wisdom modifier, as part of the same action. For every temporary hit point you convert, the first damage roll of the spell deals an additional 1 damage of the corresponding damage type.

Gelatinous Cuisine

Gelatinous Cuisine (Level 2)

Delectable jellied desserts are a classic of the kitchen, and demon-spawned gelatinous killers, a classic of the dungeon. To see the two combined in the imagination of a gourmet was inevitable. Some chefs seeking their signature style will discover it on the walls of the dank, deep crawls their travels take them to, and set their mind to whipping up their own sweet and sour oddities in the dessert mold. Gourmets gifted with the tastebuds to withstand the acidic burn of these foods can concoct incredible, technically-edible, wobbling wonders just oozing with flavor. Their own biology may, regrettably, lose its cohesion along the way.

Sweet Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting oozes. You gain two ingredient dice, instead of one, when harvesting from a creature with the ooze tag.

Sticky Hands

Whenever you create a meal using your Campfire Cook feature, you gain a climb speed equal to your walking speed that lasts for 8 hours. You can cling to and move upside down along ceilings while climbing. You also gain advantage on Strength or Dexterity checks and saving throws made to grab or keep hold of an object for the duration.

As an action, you can give these benefits of this feature to a creature that you touch. The shared benefit lasts for 1 hour. Once you extend this benefit to another creature, you can't do so again until you next use your Campfire Cook feature, or unless you choose to give up your own benefits to do so.

Mold Master

You can use your cook's utensils to create living jellies of your own. During a short or long rest, you can expend ingredient dice to create a pool of hit points using the same method as your Campfire Cook feature. From this pool, you draw hit points to create one or more Batch of Sickly Trifles. A batch appears in an unoccupied space on a horizontal or vertical surface within 5 feet of you. This creature is a Medium swarm of Tiny oozes, and uses the Batch of Sickly Trifles stat block. When you create a batch, choose a flavor: Rubbery, Sour, or Sticky Sweet. The trifles in a batch have their appearance influenced by the chosen flavor, which determines one of the traits in the batch's stat block. Trifles disappear when a batch drops to 0 hit points, and can't be harvested for ingredient dice.

When you use your Campfire Cook feature, you can also create batches of sickly trifles by converting 5 or more temporary hit points from the meal into hit points for a batch.

A batch lasts until the start of your next long rest. The maximum number of batches you can control at once is equal to your proficiency bonus. If you create a new batch while at this maximum, the oldest batch immediately dissolves.

On each of your turns, you can take a bonus action to command any batches you control to move up to their speed and take actions from their stat block. If not commanded, the batches do nothing.

A batch of trifles can be carried in a vessel appropriate for a Tiny creature until commanded to move with its own speed.

Bellyfull of Jelly (Level 6)

Your viscous victuals wobble and warp to absorb energy. A creature that retains temporary hit points from your gourmet features has resistance to bludgeoning and lightning damage.

Amorphous Medley (Level 6)

Your biology undergoes several changes as a result of your daring diet. You gain the following benefits:

  • You no longer need to breathe.

  • You can consume food and drink by touching it against your skin.

  • You can squeeze through a space that is large enough for a creature two sizes smaller than you.

  • Once per short rest, you can become transparent for 1 minute. While transparent, even when in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. You must concentrate on the transformation as if concentrating on a spell.

Caustic Connoiseur (Level 10)

Repeated experiences with your unruly ingredients have made you a fine judge of acidic elements that you both sample and serve. You gain immunity to acid damage.

Moreover, once per turn when one of your oozes deals damage, you add an additional 1d4 to the acid damage dealt.

Flan Fortress (Level 14)

You can truly boast of breaking the mold with your culinary creations. As an action, you can expend an ingredient die to create a gelatinous cube. The cube swells into being around you, and you are Engulfed by the cube at the centre of its space. The cube uses its statblock from the Monster Manual, with the following changes:

  • The cube has extra hit points equal to the number rolled on your expended ingredient die + your gourmet level. Any batches of sickly trifles within 10 feet of you when the cube is created are absorbed into its mass, and their remaining hit points are also added to the cubes total hit points.

  • The DC of the Dexterity and Strength checks to avoid the cube's Engulf action, or to pull a creature from the cube, now equals 8 + your proficiency bonus + your Wisdom modifier.

  • While you are Engulfed by the cube, you are not restrained, and can freely enter or exit the cube's space.

The cube is friendly to you, and will obey your mental commands (no action required by you). In combat, the cube shares your initiative count, but it takes its turn immediately before yours.

If it is reduced to 0 hit points, or is still intact after 1 hour, the cube dissolves into a puddle of ooze. The remains can't be harvested for ingredient dice.

At any time whilst the cube is within 5 feet of you, you can use an action to break the cube down into a number of batches of sickly trifles of your choice, which appear in or immediately adjacent to the space vacated by the cube. You allocate each batch hit points as usual from the cube's remaining hit point total.

Once you use this feature, you must complete a short or long rest before you can use it again.

Hellish Cuisine

Hellish Cuisine (Level 2)

Your most cherished dream was to be a cook of incredible skill. Perhaps you had the talent, but not the work ethic. Perhaps you had neither. What you found was an opportunity. A deal with a devil of the Nine Hells has granted you your heart's desire, and your once idle hands now flash with preternatural speed and precision to create dishes that are, well, almost too good to be true. The price for your ability is service to your "tutor" as a peddler of devilish delights and a gatherer of wayward souls. The adventuring life is ripe with chances to broker such deals over breaking bread. Whomsoever you owe for your livelihood down in the circles of dread Baator, your life's work has now become a scramble to offset the heavy interest of that debt before your final bell rings, and your soul is claimed by contract.

Hell's Kitchen

Choose one circle of the Nine Hells of which your fiendish tutor is a denizen. The damage type associated with each circle is used by features you gain later.

Circle of the HellsDamage Type

Avernus

Fire

Dis

Necrotic

Minauros

Acid

Phlegethos

Fire

Stygia

Cold

Malbolge

Acid

Maladomini

Poison

Cania

Cold

Nessus

Necrotic

The butchers of the hells encourage the hunting and harvesting of fiends: be it demons or rebellious devils of low rank. You gain two ingredient dice, instead of one, when harvesting from a creature with the fiend tag.

Forked Tongue

You have cajoled your way to culinary prowess by the force of your personality. Whenever a gourmet feature uses your Wisdom modifier, you can use your Charisma modifier instead.

You can also speak, read, and write Infernal. Whenever you make a Charisma (Persuasion) check concerning the negotiation of a deal or the exchange of goods, you gain advantage on the check.

Pact Lunch

Your meals carry within them an unspoken contract, agreed and entered into between those that share the food. All creatures that partake of your Campfire Cook meal are bonded in an invisible pact with each other and yourself until the end of their next long rest. When a creature that forms part of this pact hits a target with an attack, it can choose to steal 5 temporary hit points from any creature in the pact, other than you, within 120 feet of itself, to increase the damage of that attack by 1d8.

Starting at 10th level, up to 2d8 extra damage can be added to the attack. At 14th level, up to 3d8 can be added. Each additional d8 costs a further 5 temporary hit points.

Any creature, including yourself, that is part of the pact when it dies and is not revived within 1 minute has its soul claimed by your hellish tutor for use in the Nine Hells.

Signature Dish (Level 6)

Your powers of culinary commerce now further enable the spread of your tutor's influence. Whenever you create a meal using your Campfire Cook feature, you gain resistance to damage of the type associated with your hellish tutor. Theresistance lasts until the start of your next long rest.

One willing creature that partakes of your meal can choose to give up resistance to a damage type it permanently benefits from and gain the benefits of this resistance instead. If you agree to the exchange, you lose the benefits of this resistance and gain the benefits given up by the other creature. The exchange lasts until the start of your next long rest.

If you later grant the same creature temporary hit points again with a gourmet feature, you can choose to swap back the exchanged resistances at the same time.

Hellforged Utensils (Level 6)

You learn to perform a ritual that exchanges one weapon you carry for another crafted in the forges of your hellish tutor's circle. You perform the ritual over the course of 1 hour, which can be taken during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which the weapon vanishes, and is replaced with an exact copy that was spawned in the Nine Hells.

The hellforged weapon is magical for the purposes of overcoming resistances and immunities while you wield it. If you deal additional damage with a weapon attack using the hellforged weapon due to your Robust Blows, that damage becomes the type associated with your hellish tutor.

You can exchange a number of weapons in this way equal to your proficiency bonus. If you try to exceed your maximum number of exchanged weapons, the oldest exchanged weapon immediately vanishes to be replaced by its mundane counterpart, and then the new exchange takes place.

Bottomless Pit (Level 10)

As an action, you offer your own temporary hit points as a sacrifice to attract the appetite of a powerful fiend associated with your tutor. Expend a number of your own temporary hit points of your choice to summon a black portal that forces its way through the planes in a 15-foot-radius, 60-foot-high cylinder centered on a point you can see within 60 feet of you. The inside of the portal is in complete magical darkness that cannot be dispelled, and from within it emanates the hungry calls of some powerful denizen of the Nine Hells. Its space is considered difficult terrain. The portal holds a well of hit points equal to 3 x the number of temporary hit points you sacrificed. It has an AC of 8 + your Charisma modifier and automatically fails all saving throws. It is immune to all conditions, as well as damage of the type associated with your hellish tutor.

A creature that can see the portal within 120 feet of it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) when it attempts to make an attack or cast a harmful spell. On a failure, any attacks or harmful spells it makes must be directed at the portal. Creatures that are bonded with you through your Pact Lunch feature are immune to this effect.

The portal persists for 1 minute, or until its well of hit points is depleted.

Once you use this feature, you must complete a long rest before you can do so again.

Soul Food (Level 14)

A small slice of the soul exchange is now yours to barter. Whenever a creature that forms part of your Pact Lunch kills another creature, or dies itself, within 1 mile of your location, you feel the rush of its passing as a ringing in your own being. When this happens, you can expend an ingredient die as a reaction to trap the deceased creature's soul, as if by the soul cage* spell. When it is cast this way, the spell can capture the soul of any creature of a type that can be harvested using your Stock Up feature. The spell traps the soul inside a small item of food created by the casting, and it remains trapped there for up to 24 hours, even once it has been fully exploited by the means of the spell.

At any time while the soul is trapped, you can expend a number of ingredient dice equal to the deceased creature's total class level (if it has one) or CR to restore it to life in a new copy of its body. The restored creature appears unconscious in an empty space adjacent to you with 1 hit point. Otherwise, when the 24 hours are up, the soul is sent on to the appropriate level of the Nine Hells to be claimed by your tutor.

You can have a number of souls trapped equal to your Charisma modifier (minimum of 1). If you attempt to trap a new soul while at your maximum, the attempt fails.

Industrial Cuisine

Industrial Cuisine (Level 2)

Your most cherished dream was to be a cook of incredible skill. Perhaps you had the talent, but not the work ethic. Perhaps you had neither. What you found was an opportunity. A deal with a devil of the Nine Hells has granted you your heart's desire, and your once idle hands now flash with preternatural speed and precision to create dishes that are, well, almost too good to be true. The price for your ability is service to your "tutor" as a peddler of devilish delights and a gatherer of wayward souls. The adventuring life is ripe with chances to broker such deals over breaking bread. Whomsoever you owe for your livelihood down in the circles of dread Baator, your life's work has now become a scramble to offset the heavy interest of that debt before your final bell rings, and your soul is claimed by contract.

Food Processor

You can apply a process to stretch your ingredients at the cost of nutritional value. Over the course of 1 minute, you can convert an ingredient die into 2 dice of the size immediately below it. For example, you can take 1d10 from your Stock to convert into 2d8s, convert 1d8 into 2d6s, and so on.

Bonus Proficiencies

You gain proficiency with potter's tools and your choice of smith's tools or tinker's tools.

Oven Golem

You build a mobile means of automating your cooking, an oven golem. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Oven Golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or more; your choice has no effect on its game statistics.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

The oven golem uses ingredient dice to fuel a number of special abilities, described in its stat block below. As an action, you can store a number of ingredient dice within the golem up to 1 + your Wisdom modifier. The oven golem requires at least one ingredient die to keep its internal fires kindling: if the last ingredient die stored within it is expended, it will immediately become inert.

While inert, the Oven Golem is incapacitated, cannot move, and fails all saving throws. It remains in this state until you use an action to restock it with at least one ingredient die. The golem also becomes inert if you die.

If the mending spell is cast on it, it regains 2d6 hit points. If it reaches 0 hit points and dies, you can recover ingredient dice stored within it so long as its body remains intact.

At the end of a short rest, you can create a new oven golem using potter's tools or smith's tools. If you already have an Oven Golem from this feature, the first one immediately perishes.

Take Hearth (Level 6)

The fires of your assistant carry hope as well as heat, even where you are absent. You may use your reaction to allow your oven golem to use your Guts feature, instead of you, if it is in a position to do so.

Trade Secrets (Level 6)

Your interdisciplinary approach pays dividends in technical knowledge. You learn one cantrip and one 1st-level spell of your choice from the artificer spell list. Both choices must require a material component. A set of tools you are proficient with can act as your focus for these spells. Wisdom is your spellcasting ability for these spells.

You can cast your chosen 1st-level spell at its lowest level a number of times equal to your Meal Multiplier. You regain all expended uses when you finish a long rest.

Preservative (Level 10)

Thanks to the proprietary additives in your recipe, creatures who partake of your Campfire Cook meal gain the effects of the death ward spell.

Industry Standard (Level 14)

You have perfected your on-the-go cooking methods to a degree of rigor that any food regulator would be proud of. When rolling more than one of the same size of ingredient die for your Campfire Cook feature or for any of your oven golem's actions, you may pick one of the dice rolled and count all other dice of the same size as if they had rolled the same number.

Ordning Cuisine

Ordning Cuisine (Level 2)

In a world filled with strange and dangerous monsters, it only took so long for someone to ask: if you survived eating the sting of a manticore, what would it taste like? Gourmets who specialize in monster cuisine are tough (and often heavilyscarred) cooks who are as ready to wrestle gorgons as they are to knead dough. They are the first to try untested, possibly poisonous, ingredients, and dive into the lairs of local horrors without hesitation to source their meat. For them, the price of life or limb is no object in the pursuit of bold cooking.

Feeding the Massive

Your time serving the giants has taught you how to provide for enormous creatures with even bigger appetites. You gain two ingredient dice, instead of one, when harvesting from creatures of size Large or larger.

Underfoot Advantage

Thanks to the attentive hours you have spent waiting behind table legs taller than yourself, you gain the following benefits:

  • You can speak, read, and write Giant.

  • You gain advantage on Dexterity (Stealth) checks when attempting to Hide within 30 feet of a creature of size Large or larger, as long as you are at least one size smaller than it.

  • You learn the magic stone cantrip. Wisdom is your spellcasting modifier for this spell. When you cast it, you mark each stone with a rune derived from the markings upon giants' throwing boulders.

Maat Menu

You have adapted the recipes of the giants - their maat or "good" food - down to size for all. Choose two of the menu options below to enhance the meals you create. Your choices must be adjacent to one another: if you served a Cloud Giant in your previous station, you will know nothing of the tastes of the Hill Giants, but you may well have cooked for a Fire Giant employed in their castle, or a Storm Giant welcomed as a rare guest. When you reach 10th and 14th level in this class, you learn one additional menu option. The new option you choose must be adjacent to one of your previous choices.

Each time you use your Campfire Cook feature to create a meal, you choose which menu option to prepare. A creature that partakes of your meal gains the benefit of the chosen menu option, which lasts until the start of its next long rest.

If you grant a creature temporary hit points using your Fodder Break when you gain that feature at 5th level, you can choose to swap the benefit to another menu option you know. The new option must be the same for all creatures you expend ingredient dice on during the Fodder Break.

Here are the options for the Maat Menu feature. A creature must retain temporary hit points from your gourmet features to activate these effects. Each effect can be activated only once per round.

Hill (Hunger)

A creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to one attack roll it makes. The number rolled is immediately subtracted from the creature's remaining temporary hit points.

Stone (Artistry)

A creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to one ability check it makes. The number rolled is immediately subtracted from the creature's remaining temporary hit points.

Frost (Potency)

When it successfully hits a target with a weapon attack, a creature can roll a number of d4s up to your Meal Multiplier and add the number rolled to the attack's damage. The number rolled is immediately subtracted from the creature's remaining temporary hit points.

Fire (Craft)

When it is targeted by an attack, a creature can roll a number of d4s up to your Meal Multiplier. The creature gains a bonus to its AC equal to the number of dice rolled. The bonus lasts until the start of the creature's next turn, and is included against the triggering attack. The number rolled on the dice is immediately subtracted from the creature's remaining temporary hit points.

Cloud (Novelty)

On its turn while it is not incapacitated, a creature can expend 5 temporary hit points to teleport the same number of feet to a point it can see in any direction. Multiple increments of 5 temporary hit points can be expended at once, up to a maximum number of temporary hitpoints equal to 5 x your gourmet level.

Storm (Atmosphere)

On its turn, a creature can roll a number of d4s up to your Meal Multiplier, creating a thrum of power with a radius in feet equal to 5 + the number rolled. Hostile creatures within the area take lightning damage equal to your Wisdom modifier. The number rolled is immediately subtracted from the activating creature's remaining temporary hit points.

Scaling Service (Level 6)

Size to you has always been a matter of perspective; different from table to table and guest to guest. As a bonus action, you can expend 2 ingredient dice to cast the enlarge/reduce spell on yourself. When the spell is cast in this way, it does not require material components.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses at the end of a long rest.

Heightened Senses (Level 6)

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell when detecting humanoids of at least one size category smaller than you.

Colossal Corpulence (Level 10)

As your physicality begins to rival that of giants, you gain the following benefits whenever your size is increased via the effects of the enlarge/reduce spell:

  • The effectiveness of your Robust Blows and Sturdy Defense is doubled.

  • You cannot be knocked prone while you retain temporary hit points from your gourmet features.

Rise Above (Level 14)

You can finally step out of the shadow of your former masters and meet them eye-to-eye. Whenever you are targeted by the enlarge option of the enlarge/reduce spell, you can expend an ingredient die to enhance its effects. When you do so, the spell is altered in the following ways:

  • Your size and weight increases by two categories, instead of one — from Medium to Huge, for example.

  • You gain temporary hit points equal to your gourmet level + the number rolled on the expended ingredient die.

  • While your weapons are enlarged, your attacks with them deal 2d4 extra damage, rather than 1d4, and your reach with them increases by 5 feet.

  • Your Strength score is increased for the duration of the spell as though you have consumed a potion of giant strength. See the item's description in the Dungeon Master's Guide for more information. Roll on the table below when you are enlarged to determine your temporary Strength score.

Quartermaster's Cuisine

Quartermaster's Cuisine (Level 2)

In a world filled with strange and dangerous monsters, it only took so long for someone to ask: if you survived eating the sting of a manticore, what would it taste like? Gourmets who specialize in monster cuisine are tough (and often heavilyscarred) cooks who are as ready to wrestle gorgons as they are to knead dough. They are the first to try untested, possibly poisonous, ingredients, and dive into the lairs of local horrors without hesitation to source their meat. For them, the price of life or limb is no object in the pursuit of bold cooking.

Gruelling Regimen

You maintain a routine instilled in you during military training that has given you the grit to last through hardships and days of hard tack. As a result, you gain the following benefits:

  • You are proficient with medium armor and martial weapons.

  • You have advantage on saving throws against exhaustion.

  • Your carrying capacity is doubled.

Rationing

A good quartermaster manages their supplies carefully. Whenever you roll to create a meal using your Campfire Cook feature, you can choose to withdraw any number of ingredient dice from the meal after seeing the result of the roll. The withdrawn ingredient dice are placed back in your Stock, and their value is removed from the meal's total.

Marching Orders

Your cooking, and your example, keeps your unit moving in lockstep. A creature that retains temporary hit points from your gourmet features has advantage on saving throws against effects that would reduce its speed.

Whenever you use your Lunch Rush, when you gain that feature at 3rd level, you can expend an ingredient die and choose a number of creatures that can see or hear you within 10 feet of the line of your movement, up to a number equal to your Wisdom modifier (a minimum of 1 creature). Each chosen creature can immediately use its reaction to move up to its speed either up or down the direction of the line, without provoking opportunity attacks from any creature forced to make a saving throw against your Lunch Rush.

Extra Attack (Level 6)

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Logistical Insight (Level 6)

Your training in supply solutions comes to the fore in a tight spot. As a bonus action, you can make a Wisdom (Survival) check on an area of terrain you can see that fits within a 150- foot cube, contested by a d20 rolled by the DM. If a spell within the area is affecting the terrain, the spell's level is added to the contesting roll. If you succeed, you ignore difficult terrain within the chosen area, and you gain advantage on Strength (Athletics) checks related to climbing, swimming, jumping, or otherwise traversing the environment within the chosen area. These benefits last for 10 minutes. You must concentrate on them as if concentrating on a spell. Creatures of your choice share these benefits while they are within 60 feet of you and can hear you.

Once you use this feature, you must complete a short or long rest before you can do so again.

Fortified Discipline (Level 10)

Those who bond over food are better bonded as a unit on the field. A creature that partakes of your Campfire Cook meal gains advantage on saving throws against being frightened until the start of its next long rest, or until it is incapacitated. Whenever a creature with this benefit succeeds on a saving throw and is within 10 feet of an ally it can see, it gains the benefits of half cover until the end of its next turn.

Deploy Reserves (Level 14)

Through the trust you have earned among your comrades, you can to call on them to dig deep to push for victory. As a bonus action, you can expend an ingredient die and bellow an order. A creature within 60 feet of you that can hear you and retains temporary hit points from your gourmet features can use its reaction to expend all of its remaining temporary hit points and immediately take an extra action following the end of your turn. Actions taken by multiple creatures in this way are resolved according to

Once a creature completes its additional action, it must succeed on a DC 15 Constitution saving throw. On a failed save, it gains one level of exhaustion.

Once you use this feature, you can't use it again until you finish a long rest.

Rare Cuisine

Rare Cuisine (Level 2)

In a world filled with strange and dangerous monsters, it only took so long for someone to ask: if you survived eating the sting of a manticore, what would it taste like? Gourmets who specialize in monster cuisine are tough (and often heavilyscarred) cooks who are as ready to wrestle gorgons as they are to knead dough. They are the first to try untested, possibly poisonous, ingredients, and dive into the lairs of local horrors without hesitation to source their meat. For them, the price of life or limb is no object in the pursuit of bold cooking.

Refined Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting dragons. You gain two ingredient dice, instead of one, when harvesting from a creature with the dragon tag.

Rich Blood

While you retain temporary hit points granted by your gourmet features, your body takes on a slight lustrous sheen, and you add half of your Wisdom modifier (rounded down) as a bonus whenever you make a Charisma check. As a bonus action while under this benefit, you can expend an ingredient die to add the same bonus to your AC for 1 minute.

Expensive Taste

You have also developed the dragons' famous nose for gold. You can use your action to inhale and open your olfactory channels to detect treasures. Until the end of your next turn, you detect the presence and direction of any precious gemstones, gold, platinum, or silver objects within 100 feet of you. You know the type of material and gain a general sense of its quantity. Your sense of smell can penetrate most barriers, but is blocked by 1 foot of solid stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Bated Breath (Level 6)

You can now concoct recipes that mimic the rare taste of dragon cuisine. When a creature partakes of a meal created using your Campfire Cook feature, it gains a stored version of the 2nd-level spell dragon's breath* that remains stored for 8 hours, or until the creature is knocked unconscious. Wisdom is your spellcasting modifier for this spell.

As a bonus action, a creature can release this spell to instantly cast it upon themselves. The stored spell is then consumed. When the spell is cast in this way, it does not require material components or concentration.

Garnish (Level 6)

Nothing you serve to friend or foe would be complete without some added draconic flair. Whenever you hit a creature with a weapon attack, you deal additional damage equal to your Wisdom modifier. The additional damage dealt is your choice of acid, cold, fire, lightning, poison, or thunder damage.

Chef's Scales (Level 10)

Your high-end diet has nurtured magic in your blood that you can use to rebalance a situation moving out of your control. When a creature that retains temporary hit points from one of your gourmet features is within 60 feet of you and rolls a 1 on an attack roll or saving throw, you can use your reaction to expend an ingredient die and imbue it with a sudden wealth of energy. Translucent, colored scales bloom on its body, granting it a +2 bonus to AC until the end of its next turn. The next attack roll or saving throw it makes before the end of its next turn is automatically a 20.

Hoard Cuisine (Level 14)

Your appetites are now practically indistinguishable from those of a true dragon. You gain proficiency in Charisma saving throws, and you can now consume gold as if it were ordinary food. For every 1000gp that you eat, your hit point maximum and your Charisma score increase by 1. You can gain a maximum of 50 additional hit points in this way. Your Charisma score maximum is now 22.

Vegetarian Cuisine

Vegetarian Cuisine (Level 2)

In a world filled with strange and dangerous monsters, it only took so long for someone to ask: if you survived eating the sting of a manticore, what would it taste like? Gourmets who specialize in monster cuisine are tough (and often heavilyscarred) cooks who are as ready to wrestle gorgons as they are to knead dough. They are the first to try untested, possibly poisonous, ingredients, and dive into the lairs of local horrors without hesitation to source their meat. For them, the price of life or limb is no object in the pursuit of bold cooking.

Green Palate

Your preferences have resulted in particular skill when it comes to hunting and harvesting plants. You gain two ingredient dice, instead of one, when harvesting from a creature with the plant tag.

Cultivate

Your skill in botany allows you to nurture high-quality ingredients from natural sources. You gain proficiency in the Nature skill. When you end a long rest in terrain capable of sustaining plant life, you add one extra ingredient die to your stock, which is a d8.

At 6th level, this ingredient die becomes a d10. At 14th level, it becomes a d12.

Zest & Zeal

Your food invigorates guests with extra energy that can be expressed in sudden bursts of speed. A creature that retains temporary hit points from your Campfire Cook meal has its movement speed increased by 10 feet. This bonus increases to 15 feet at 10th level, and to 20 feet at 14th level.

Whenever it makes a a Dexterity (Acrobatics) check, Dexterity (Sleight of Hand) check, or a Dexterity saving throw, a creature can expend 5 temporary hit points granted by your gourmet features to add your Wisdom modifier to the result. Whenever it does so, its movement speed increases by 10 feet until the end of its next turn.

Full-bodied Fling (Level 6)

The number of ingredient dice you can expend when making your Lunch Rush increases to a maximum of two. At 14th level, it increases to a maximum of three.

In addition, when you move at least 15 feet straight towards a creature and then make an attack against it on the same turn, the creature takes bludgeoning damage equal to your Robust Blows bonus, regardless of whether the attack hits or misses.

Compost (Level 6)

Also starting at 6th level, you can expend 4 ingredient dice to cast the plant growth spell as if it were a ritual.

You must complete a long rest before you can use this feature again.

Sensational Flavor (Level 10)

Your cooking equally thrills and enhances the senses. A creature that partakes of your Campfire Cook meal gains darkvision out to a distance of 60 feet until the start of its next long rest. If it already has darkvision, its range increases by 60 feet. While a creature retains temporary hit point from your gourmet features, it adds your Wisdom modifier to initiative rolls, and it cannot be surprised.

Organic Efficiency (Level 14)

You have become a boundless dynamo of energy. Your lively constitution affords you the following benefits:

  • Your movement speed is permanently increased by 5 feet.

  • You gain additional uses of your Lunch Rush feature equal to your Wisdom modifier.

  • When you would normally roll one or more ingredient dice to deal damage to creatures knocked prone by your Lunch Rush, you instead use the highest number possible for each die. For example, instead of dealing 1d6 + 1d10 bludgeoning damage, you deal 16.