Introduction
Hi there! My name is trilz and welcome to my Chef class. This project was started to commemorate my 11 month anniversary (I know, I'm a hopeless romantic) with my girlfriend, who is taking culinary classes.
It was also pretty fun to reimagine a mundane profession as a fantasy world's adventurer. I hope you enjoy and if you have any feedback, do drop by the Reddit thread
or Discord channel to contact me.
Changelog
vo.02
- Magic Morsels has a smoother progression, now starts with 3 morsels at 1st level
- Campfire Cuisine: Temporary health points reduced
- Doneness Detector: reworked to avoid imposing on GM revealing exact health points
- Added some neato bonuses to Spick and Span
- Master Chef now feels worthy of being a mastery capstone
- Dish Monger: Fighting styles now use static DCs, now gains a free Fighting Finnese feat and Medium armor proficiency, Rotten and Vile morsels deal less damage
- Flavor Fanatic: Flavors are more flexible now, Draconic Spice has been fixed
Culinary Paths
I've decided to split up the Culinary Paths (read: Archetypes) into different pages for ease of recieving feed back and criticism.
# | Culinary Path | Date released | Description |
---|---|---|---|
Credits
- Created by u/trildemex
- Thanks goes to the UnearthedArcana subreddit and the Discord
Images
- Merisiel servant, by Konstantin Vavilov / Paizo
- Seaside Tavern Kitchen by Insan1ty
- Hroth Meadhall by Bill Mather
Chef
A dwarf stirs a hearty stew by the peaceful hearth of a fire. A line of hungry orphans extend their begging hands, their aching bellies swollen from hunger. The dwarven who cooked enough to feed an orphanage from a virtually empty pantry are all that stands between them and death.
An orc wages into the raging storms of the battlefield, his brother-in-arms fighting with a rushed fervor from his exotic servings. Wounds close faster and arms swing harder thanks to the wondrous rations they were armed with.
An elf wows a court of lords and nobles, as her baked pigeon pie bursts into a flurry of lights and colors. Blue spectral birds circle the room before slowly fading away. Excited murmers echo throughout, high praises and loud cheers ringing from the audience.
A true chef does his duty irregardless of where he is: to feed the hungry, and to do it with panache. A chef can create works of art through his fine courses, or whip up delicious stews out of scraps from the wilds.
While many chefs prefer to their culinary arts from the comforts of the kitchen, some Chefs fear not the unknown and instead see it as a source of exotic and exciting ingredients. Chefs are masters of improvisation and take care of their kin with the most wonderful of dishes.
Skills Through Study
Becoming a chef is an incredible feat of countless years of study and practice. They are incredible artisans who view food not only as a means of survival, but a canvas in which to express theirselves. A Chef is highly valued for this reason and are always welcomed into the servitude of lords and nobles. Some have even mastered the art of folding in magic into their ingredients, creating the most elegant of dishes.
Culinary Ingenuity
In the chaos of a kitchen, ingredients can go missing or out of stock, portions can be measured incorrectly, food burnt on an unattended stove. These hurdles do not stop a true Chef, for they are capable of salvaging and rectifying all but the worst of mistakes. These skills translate well in the wilderness, for a Chef is able to conjure the most succulent of steaks from gristle and the most delicious of stews from trimmings. With a Chef in a party, no one shall go hungry.
Creating a Chef
When creating a Chef, one must consider why they have set out on their life of adventuring? As a chef, have you decided to seek out dangerous challenges to find the best of ingredients? Perhaps you have taken up arms in defense of your tribe, a village or a loved one? Or perhaps you are accompanying some hapless adventurers who can't cook boiled water to save their lives? Chefs set out for any number of reasons.
Quick Build
You can make a Chef quickly by following these suggestions. First, make your highest ability score Intelligence, following with Constitution. Second, choose the Guild Artisan background (and picking the 'cooks and bakers' guild business).
Chef
Level | Proficiency Bonus | Features | Morsels Heal |
---|---|---|---|
1st | +2 | Magic Morsels, Campfire Cuisine | 1d6 |
2nd | +2 | Clever Cook | 1d6 |
3rd | +2 | Culinary Path | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Cast Iron Stomach, Doneness Detector | 1d6 |
6th | +3 | Campfire Cuisine Improvement | 1d6 |
7th | +3 | Spick and Span, Magic Morsels Improvement | 2d6 |
8th | +3 | Ability Score Improvement | 2d6 |
9th | +4 | Culinary Path Feature | 2d6 |
10th | +4 | Ability Score Improvement, | 2d6 |
11th | +4 | Cast Iron Stomach Improvement | 2d6 |
12th | +4 | Ability Score Improvement | 2d6 |
13th | +5 | Culinary Path Feature | 2d6 |
14th | +5 | Impeccable Taste, Magic Morsels Improvement | 3d6 |
15th | +5 | Massive Morsels | 3d6 |
16th | +5 | Ability Score Improvement | 3d6 |
17th | +6 | Culinary Path Feature | 3d6 |
18th | +6 | Fast Food! | 3d6 |
19th | +6 | Ability Score Improvement | 3d6 |
20th | +6 | Master Chef | 3d6 |
Class Features
As a chef, you gain the following class features
Hit Points
Hit Dice: 1d8 per Chef level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Chef level after 1st
Proficiencies
Armor: Light
Weapons: Simple Weapons
Tools: Cooking utensils
Saving Throws: Constitution and Intelligence
Skills: Choose two from Deception, Insight, Intimidate, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background
- (a) two simple weapons or (b) a shortbow and 20 arrows
- (a) an explorer's pack or (b) a scholar's pack
- cooking utensils, a copy of your personal cookbook , and a chef's uniform
Magic Morsels
Beginning at the 1st level, the Chef is able to create convenient morsels for consumption. You can carry 3 Morsels on you at 1st level and can carry one additional Morsel at 4th Level and every level thereafter. You replenish all Morsels after a short or long rest.
Morsels can be distributed to anyone but any Morsels that were not consumed after a long rest will expire. Consuming a Morsel is a bonus action and recovers 1d6 health points.
The amount of health points recovered increases to 2d6 at 7th level and increases again to 3d6 at 14th level.
Campfire Cuisine
Beginning at the 1st level, during a short rest, the Chef can forgo spending more than one hit die to prepare a quick meal for his allies (you may spend hit dice to regain health, but only one). If you do, the party, including yourself, gains temporary hit points equal to half your Chef level (minimum 1).
You can use this feature at no penalty during long rests and the temporary hit points are equal to your Chef level instead. Temporary hit points from Campfire Cuisine last for 24 hours or after taking a long rest, whichever comes first.
From 6th level onwards, the amount of temporary hit points gained from Campfire Cuisine is doubled. Also, any person who eats from your Campfire Cuisine feat gain advantage on Constitution saving throws against disease for 24 hours. Consuming a Morsel will grant the same benefit for 1 minute.
Clever Cook
Beginning when you reach 2nd level, your experience with travelling has made you acutely aware of edible materials in the wild. While you are in a group:
- When you forage, you find three times more food than you normally would
- When cooking, you can feed twice the amount of people with one serving of food rations
- You can cleanse poison and disease from the flesh of any creature that you or your group kills, making it edible
Culinary Path
At 3rd level, you choose a Culinary Path in the pursuit of honing your culinary skills, such as the Dish Monger or the Flavor Fanatic. Your Culinary Path grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Cast Iron Stomach
Beginning when you reach 5th level, your constant culinary experiments make you hardier than most others. You gain resistance to poison and an advantage on saving throws caused by consuming things.
At 11th level, your stomach has gone through so much abuse that you gain immunity to disease and poison.
Doneness Detector
Beginning when you reach 5th level, whenever you succesfully attack a creature, you can determine if the creature has higher or lower hitpoints than you after the damage you have dealt from your attack.
Spick and Span
Beginning when you reach 7th level, your experience and high standards of cleanliness in the kitchen allow you to keep calm at all times. You gain the following benefits:
- You can spend an action to end one effect on you that is causing you to be Feared or Charmed.
- Your cooking utensils and equipment cannot be dirtied except by magical means.
- You gain advantage on Performance, Persuasion and Intimidation checks while you are cooking.
Impeccable Senses
Your sense of taste and smell has been honed to razor-sharp levels. Starting from 14th level, you gain the following:
- If you taste anything, you can identify all the ingredients involved and you can also instantly tell if it is poisoned
- Tasting dirt or evidence can also idenitfy what monster type touched it
- If you are able to smell, you are aware of the location of any hidden or Invisible creature within 10 feet of you (provided they have a scent)
Massive Morsels
Beginning when you reach 15th level, you can create Massive Morsels. During a short or long rest, you can create any amount of Massive Morsels but they each count as two Morsels towards your limit. A Massive Morsel heals twice as much as a regular Morsel + your Intelligence modifier and grants all additional benefits that a regular Morsel would.
Fast Food!
Beginning when you reach 18th level, once per day, you can replenish all of your missing Morsels in combat as an action. You can also prepare Massive Morsels while using this feature. You regain the use of this feature after a long rest.
Master Chef
At the 20th level, you have reached the pinnacle of culinary expertise. You can serve full course meals in the blink of an eye and the dishes you prepare are so delicious that people who eat them will enter a state of blissful ecstacy. Once per day during an encounter, you can enter a state of culinary fury to serve dishes at a blinding, super-humanly fast speed. For the remainder of the encounter, as an action, you can feed all friendly creatures within 15 ft a bite of freshly served deliciousness. They gain all usual benefits of consuming a Morsel but cannot consume any more Morsels or Massive Morsels until the start of your next turn. Feeding creatures this way does not consume any Morsels from your regular pool.
Also, if you cook a meal during a short or long rest, you and anyone who eats your food can gain the benefits of a short rest or long rest in half the usual required time (30 minutes for a short rest and 4 hours for a long rest)
Dish Monger
Chef Fighting Style
Upon choosing this archetype, you choose to gain either Fighting Finesse (Intelligence) or Fighting Finesse (Constitution), as well as proficiency with Medium armor.
You also gain one fighting style. These fighting styles do not stack with other sources of fighting styles.
Skewer
You master the Javelin, Spear, Lance, Pike and Trident. You gain proficiency with these weapons if you do not have them already. While wielding any of these weapons, if you move at least 15 feet in a straight line towards a creature and successfully hit it, that target must succeed Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier or be pushed back up to 10 feet. If the target is pushed into or adjacent to another creature, you may deal the same amount of damage to that creature equal to the damage dealt to the initial target.
Tenderize
You master the Great Club, Quarterstaff, Flail, Maul, Morningstar and Warhammer. You gain proficiency with these weapons if you do not have them already. While wielding any of these weapons, whenever you have advantage against a target and successfuly hit it, the target must succeed on Strength or Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be knocked prone. If they are wielding a shield and fail this check, they also drop their shield.
Score
You have proficiency with all slashing weapons. If you successfully hit a target with a slashing weapon two turns in a row or hit them twice in one turn, you may apply the Bleeding condition to that target (as long as the target has blood or some form of liquid sustenance in their body).
A Bleeding target takes damage equal to your Intelligence modifier at the start of their turn. A Bleeding target may make a Constitution saving throw of DC 8 + your proficiency bonus + your Intelligence modifer to end the bleeding. You can only apply Bleeding to one target at a time.
Simmer
You gain proficiency with shields and a +1 bonus to AC while holding a shield. If an enemy successfully hits you while you are holding a shield, that enemy takes damage equal to your Constitution modifer. When you reach 14th level, you also add your Intelligence modifer to this damage.
Hearthfire
At 9th level, you gain the ability to infuse your weapon strikes with the heat of an oven. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire to the target. When you reach 15th level, the extra damage increases to 2d8.
Dinner is Served
At 13th level, you have discovered a use for all the rotten and rancid scraps lying around. You can now create Rotten Morsels. The amount of Rotten Morsels you can carry is equal to half your Chef level. When you successfully hit an enemy, you may expend one Rotten Morsel to deal additional acidic or necrotic damage. This damage is equal to the amount your Morsels would heal + your Intelligence modifier. You replenish your Rotten Morsels after a short or long rest.
Vilest of Creations
At 17th level, you have actively chosen to seek out the worst of flavors and have created vile and foul recipes to feed your enemies. You may now also create Vile Morsels, which deal acidic or necrotic damage equal to twice the amount your Morsels heal + your Constitution and Intelligence modifier. However, a Vile Morsel counts as two Rotten Morsels towards your limit.
Your Rotten Morsels and Vile Morsels also now nauseate your enemies. When you deal damage to a creature with Dinner is Served, they must roll a Constitution DC equal to 10 + your Constitution modifier, or become Poisoned and Proned.
Flavor Fanatic
Flavor Savant
Upon choosing this archetype, you choose one flavoring to highlight your Morsels. You can change this selection to another flavor during a short or long rest.
Sweet
Whenever you or an ally consumes a Morsel, they also remove one condition affecting them.
Bitter
Whenever you or an ally consumes a Morsel, they also deal additional damage on their next spell or attack equal to your Intelligence modifier.
Sour
Whenever you or an ally consumes a Morsel, they now Dash for twice their usual distance for one minute.
Salty
Whenever you or an ally consumes a Morsel, they also gain advantage on all Persuasion and Intimidation checks for one hour.
Spicy
Whenever you or an ally consumes a Morsel, they also gain resistance to fire and advantage against any saving throws involving fire.
Nourishing
Beginning from 9th level, whenever you or an ally heals by eating a Morsel, you can roll twice and take the higher result. Your Morsels also heal additional hit points equal to your Constitution modifier.
Flavor Genius
At 13th level, you may choose two flavors when choosing from Flavor Savant (your morsels gain the benefit from both flavors). In addition, one your flavorings gain an additional bonus effect. You can change this selection to another flavoring during a short or long rest.
Sugar Rush (Sweet)
Whenever you or an ally consumes a Morsel, they also gain one additional action. This effect can only be used again by a person after a short or long rest.
Cruel Intentions (Bitter)
Whenever you or an ally consumes a Morsel, they now deal critical hits on a 19 or 20 for 1 minute.
Biting Acid (Sour)
Whenever you or an ally consumes a Morsel, they also gain the ability to Dash as a bonus action for one minute.
Unending Hatred (Salty)
Whenever you or an ally consumes a Morsel, they also deal psychic damage to enemies equal to your Intelligence + Constitution modifier whenever they are hit. This effect lasts for 1 minute and can only be used again by a person after a short or long rest.
Draconic Spice (Spicy)
Whenever you or an ally consumes a Morsel, until the start of their next turn, they may use their Reaction to spit a 15 ft cone of fire. Each creature caught inside the cone of fire must make a Dex saving throw 8 + their Constitution modifier + their proficiency bonus or take damage equal to the amount of health points your Morsels heal and half as much on a failed save.
The Perfect Dish
Beginning at the 17th level, you can create the Perfect Dish. The Perfect Dish is unique from person to person, as tastes vary from tongue to tongue.
To create the Perfect Dish requires 3 days of downtime from the Chef and the target which he chooses to cook for. This downtime is reduced to 1 day if the Chef has prepared the target's Perfect Dish before.
A character that consumes their Perfect Dish permanently increases their lowest Ability Score by 2 or two of their lowest ability scores by 1 (the player chooses which two upon a tie). If another character consumes a Perfect Dish that was not meant for him, he gains no benefit. A character can only gain this benefit once.