Porkstalker (Ranger Conclave)

All rangers are an expert when it comes to the hunt, but only porkstalkers extend their talent to cooking their prey after it has been defeated. This rare conclave dedicates itself entirely to the fine art of cuisinery. You dedicate yourself to hunting down exotic and delicious creatures and serving them to yourself and others. Although most porkstalkers restrict themselves to cooking bestial enemies, some have less qualms and are not below comitting acts of cannibalism.

Porkstalker Magic (Level 3)

You learn additional spells when you reach certain levels in this class. These spells counts as ranger spells for you, but they don't count against the number of ranger spells you know.

Porkstalker Spells
Ranger Level Spells
3rd Purify Food and Drink
5th Heat Metal
9th Create Food and Water
13th Aura of Purity
17th Hold Monster

Superior Cooking (Level 3)

You gain proficiency with cook's utensils and have advantage on any check made to use them.

You can spend up to 8 hours butchering and preparing the meat of a dead creature that has been decaying for no more than 1 hour before you began cooking. This creature must be of the beast, dragon, giant, humanoid, monstrosity or plant type. If the process of cooking is interrupted for more than 1 hour, the food is ruined. You must have access to cook's utensils and an open fire to use this feature.

It takes 1 hour to cook a tiny creature, 2 hours to cook a small creature, 4 hours to cook a medium creature, 8 hours to cook a large creature, 16 hours to cook a huge creature and 7 days to cook a gargantuan creature. Cooking is considered to be a light activity which can be performed during rests.

Cooking a creature produces enough meat to sustain X humanoids for 24 hours, where X equals the number of hours it took to cook that creature (based on its size).

After anyone eats a days worth of this meat, possibly in one setting or over mutliple meals, they recieve a benefit which corresponds to the creature that was eaten.

Eating enough of a beast or humanoid causes the consumer to regain an amount of hit points equal to your wisdom modifier.

Eating enough of a dragon grants the consumer resistance to one damage type that dragon was immune or resistant to of their choice, or if the dragon had no damage resistances or immunities then the consumer defaults to gaining resistance to fire damage, for one hour.

Eating enough of a giant increases the consumer's strength score by 2 for the next hour, up to a maximum of 22.

Eating enough of a monstrosity gives the consumer a special speed of their choice which that creature possessed equal to half their base walking speed, or if the creature had no special speed than the consumer's base walking speed increases by 10 ft., for one minute.

Eating enough of a plant creature confers to the consumer advantage on saving throws against being poisoned for one hour.

Any food created this way spoils within 24 hours, and a creature that consumes this food cannot recieve a special benefit from food made by this feature until they complete a long rest.

Precise Cuts (Level 3)

You have spent so much time chopping raw meat that you know exactly where to hit something so that it deals the most damage. Your weapon attacks score a critical hit on a roll of 19 or 20. In addition to that, when you score a critical hit with a weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Chef's Senses (Level 7)

Extended periods of time around delicious (and some not so pleasent) aromas have given you the ability to better detect when something does not quite smell as it should be. You have advantage on investigation and perception checks that rely on smell or taste.

To add on, you can cast Detect Poison and Disease at will, without expending a spell slot. This spell is always known to you but does not count against the number of spells you know. You can use this feature a number of times equal to your wisdom modifier (minimum of once). When you finish a long rest you regain all expended uses.

Flaming Weapons (Level 11)

You have found that it is more efficient to already start roasting your prey before they are dead, and thusly have found a way to enchant your strikes with the sting of an inferno. Whenever you hold a weapon in your hand it becomes envoloped in arcane flames. This enchantment ends either when you drop the weapon or when you use a free action to temporarily disrupt the enchantment. Under the conditions that you intentionally stop the enchantment, you may use a free action to activate this feature once again.

Weapons enchanted in this manner are considered magical for the purpose of overcoming resistance and immunity. Instead of an enchtanted weapon dealing its normal damage type, you can choose to have it deal fire damage.

Whenever you miss a target with a weapon attack from an enchanted weapon, they regardless take 1d6 fire damage as the flames leap out from the blade to strike their elusive target. This damage can't be increased by any of your features in any way.

Dine with the Gods (Level 15)

You can expend a 5th level spell slot to cast Hero's Feast, without expending any material components. The spell can only be cast this way as a ritual. Once you use this feature, you cannot use it again for 120 hours (5 days).