Chef
Hit Points
Hit Dice: d8 per Chef level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cook level after 1st
Proficiences
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Cook’s utensils
Saving Throws: Constitution, Charisma
Skills: Choose three from Animal Handling, Arcana, Athletics, Medicine, Nature, Performance, Persuasion, Sleight of Hand, and Survival.
Overview & Creation
Design by Sam Grierson
A half-orc throws a perfectly seasoned chicken leg at his dwarven friend, lands it directly in her mouth. As a horde of goblins charge the dwarf, she begins nibbling, her arms swell, and she swipes away three of the charging goblins with a single swipe of her shield. The half-orc wipes his greasy hands on his apron and smiles.
A halfling stares a dragon down over a mile of open field. As the dragon inhales deeply, she pulls out a roasted pepper and chomps down. She begins to sweat profusely. The dragon breathes fire, and the halfling charges straight on through.
A human mixes the contents of a boiling pot and looks around at all his friends, tired and spent, but he’ll see to it that that doesn’t last too long.
Cooks are the much-forgotten caretakers of every band of heroes, for a dragon-slaying barbarian can always die of hunger. Through tasty foods cooks strengthen their allies and debilitate their foes, commanding incredible control over any battle.
Food as Craft
Anyone can throw meat atop a fire, but only cooks can make that meat sing. Just as an artist can watch a child paint their house, so too does the cook look at the typical kitchen. They may laugh or smile or even snarl at the naivety presented, but they all recognize it as simple, basic. Meals are more than a collection of ingredients to a cook.
Every creature is suffused with the same magical energy that binds the multiverse together. Cooks have, knowingly or unknowingly, learned to tap into the magic of creatures through food, the source of their vitality, and cooks use their craft to shape it.
Their talents put cooks above the common people, and that’s where you’ll find them: Some traveling with adventurers who’ve wrestled with giants, giving those adventurers the power to succeed. Some see their bodies as test subjects, formulating dietary plans to improve themselves beyond the normal limits of their species. Some even find a way to take advantage of the senses, and create food that is not meant to improve but to hinder, to weaken, to destroy. Cooks understand how finely tuned a body is,
especially once you get inside it, and they know how to make or break it.
A Life of Servitude
Cooks are on a constant search, a search for the perfect flavor, the best diet, the choicest ingredients. The meeker ones find employ with wealthy manors or in gritty taverns, but the ones with ambition know that their search could not end in a stuffy kitchen beholden to the bland tastes of big wigs and commoners.
Bold adventurers come with bold tongues, and they are the only hope of an end to a cook’s journey. True cooks offer their
services only to those proven worthy of the food they will prepare. Adventurers rip the essence out of life, and cooks take that essence and throw it in their pot. Cooks will keep these adventurers alive and fed until their personal quests find completion.
Creating a Cook
As you create your cook, keep in mind how your character got into the gourmet arts. Were they a hired hand that learned too quickly in the kitchen and developed an insatiable ego? Were they taught by a family member or a close friend and thus have a sentimental approach to their craft? Were they thrust into cooking out of necessity, living on their own in harsh conditions trying to squeeze vitality out of their barren surroundings?
A cook may begin their culinary studies in family kitchens or tiny inns, but they will soon realize that to progress means to move on from these dead ends. Most cooks will find employ with adventurers, allies that the cook can trust for safety and for feedback. Every great cook needs a couple of critics.
Quick Build
You can make a cook quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Third, choose the Hard Bread, Invigorating Juices, and Packed Protein morsels.
Class Features
Morsels
Years of cooking have taught you that every meal has that one perfect bite, a morsel where all the ingredients mix together into something truly special. You have learned how to instill this morsel with magical effects dependent on the ingredients of the morsel. Creatures that ingest your morsels are given these effects.
Choose three morsels of your choice, detailed at the end of the class description. These are the morsels that you can prepare. A creature can only be under the effects of one morsel at a time. If a creature is under the effects of a morsel, and they ingest another morsel, the original effect ends. You learn how to prepare additional types of morsels as you level as detailed in the Cook Table. Each time you gain a level, you can replace one morsel you know with a different one.
You can cook a number of morsels equal to your Constitution modifier every short or long rest. You can cook the same type of morsel more than once. All morsels are stored in your Cook’s Bag and expire if taken out for longer than 6 seconds, or the next time you cook morsels.
You can use your action to feed a morsel to a creature. When you do so, you reach into your Cook’s bag, pull out a morsel, and feed it to a conscious creature you can touch. They ingest it immediately. You must have a free hand to feed a morsel.
Saving Throws.
Some of your morsels require your target to
make a saving throw to resist the effect. The saving throw DC
is calculated as follows:
Morsel save DC = 8 + your proficiency bonus + your
Constitution modifier
Creatures who do not have mouths or analogous orifices can
still be affected by your morsels. Mere contact with your
morsels imparts a weakened effect. If a creature cannot
ingest your morsel, it has advantage on any saving throws it
makes against the morsel's effect.
Smelling Salts
At 1st level, you discover a mix of spices that creates such a
visceral and powerful assault on the nose as to break a
creature from its stupor. You can use a bonus action to
choose one creature that you can touch. You wave the spices
under the creature's nose, and it can immediately repeat a
saving throw against one condition it currently has, ending
the condition on a success. The condition can be the
Charmed or Frightened condition.
Once a creature repeats a saving throw with this feature, it
cannot do so again until it finishes a short or long rest.
At 7th level, the chosen condition can be the Stunned
condition.
At 13th level, the chosen condition can be the Paralyzed
condition.
At 17th level, the chosen creature has advantage on the
repeated saving throw.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with cook's
utensils. Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen proficiencies.
At 9th level, you can choose two more of your proficiencies
(in skills or with cook's utensils) to gain this benefit.
Cook Archetype
At 3rd level, you choose an archetype that you emulate in the
exercise of your cook abilities: Sous Chef, Mess Sergeant,
Hash Slinger, Brewmeister, or Monster Masher, all detailed at
the end of the class description. Your archetype choice grants
you features at 3rd level and then again at 6th , 10th, 14th,
and 18th level.
Ability Score Improvement
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.
Rotund Reflection
At 5th level, you gain the ability to repel enemies that attack
you. Your stomach is of utmost importance, and you have
toned your belly to be tough and somewhat gelatinous. When
a Large or smaller creature within 5 feet of you hits you with
a melee attack, you can use your reaction to cause the
creature to make a Dexterity saving throw against your
Morsel save DC. On a failed save, their speed becomes 0 until
the end of the turn, and they are either pushed 10 ft. away
from you or knocked prone (your choice).
Order Up
Beginning at 7th level, when you make morsels during a long
rest, you can make a number of additional morsels equal to
your Constitution ability modifier, none of which can have
prerequisites.
At 11th level, you can make these additional morsels
during a short rest as well as during a long rest.
Iron Stomach
At 9th level, a lifetime of eating any and all sorts of foods has
prepared your stomach for anything. You are immune to any
ingested poisons and the poisoned condition.
Soul of Food
At 15th level, you have attuned your body's life force to the
nourishing energies of the world. You can cast Create Food
and Water once with this feature and regain the ability to do
so when you finish a long rest. When you do so, you create
100 gold pieces worth of food that is not bland, but flavorful
and enjoyable.
In addition, if you make morsels, and you have no
ingredients left, you conjure the necessary ingredients as part
of making the morsels.
Fulfilling Meal
At 17th level, whenever you feed a morsel to a creature that
you have shared a long rest with (including yourself), you can
double the duration of the morsel’s effect.
Leftovers
At 20th level, when you roll initiative and have no morsels left,
you conjure one morsel that you know how to prepare inside
your Cook's Bag.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) a hand crossbow and 20 bolts
(a) leather armor or (b) scale mail
(a) two daggers or (b) two light hammers
(a) an explorer’s pack or (b) a scholar’s pack
Cook’s Utensils and a Cook’s Bag
Alternatively, you could begin with starting wealth of 4d4 x 10gp and purchase starting items of your choice.
Cook's Bag
At first level, you craft a Cook's Bag, a bag that magically preserves not only your morsels (described below), but also the ingredients required to make them. You must replenish these ingredients at least once every 30 days. When you do so, you can buy 10 gp worth of food from a market, or you can spend 8 hours scavenging food from your surroundings. If you lose this bag, you can create a new one by expending 100 gp worth of leather, gems, and other raw materials. Doing so takes 8 hours of work.
Spellcasting
(Note that these are not spells, but rather morsels associated with the Cook class; this was simply the easiest way to incorporate such a large and detailed section. Again, all credit and thanks to Sam Grierson for this amazing class)
Morsels
If a morsel has prerequisites, you must meet them to learn it.
You can learn the morsel at the same time that you meet its
prerequisites. A level prerequisite refers to your level in this
class.
Almond Milk
Warm almond milk sprinkled with nutmeg. When ingested, it
prepares the body for sleep. The target must make a
Constitution saving throw. On a failed save, they will fall
unconscious in 1 minute and remain unconscious for 10
minutes. They wake early if they take any damage or if a
creature spends an action to shake or slap them awake.
Creatures that do not need to sleep are unaffected by this
morsel.
Carrot Casserole
Carrots cooked with a dozen herbs and spices. When
ingested, it improves eyesight. The target gains darkvision out
to a range of 60 feet for 8 hours. If the target already has
darkvision, increase its range by 60 feet.
Cow Innards
A delectable treat that smells terrible. When ingested, it gives
the body disgusting breath. The target must make a
Constitution saving throw. If it fails, the target has
disadvantage on all Charisma checks, and creatures cannot
be charmed by the target for 10 minutes. If any creatures
were charmed by the target when it ingested the morsel, the
effect is suspended for the duration for any creatures that can
smell the target.
Flavored Ice
Cream cold as ice. When ingested, it creates a brain freeze.
The target must make an Intelligence saving throw. On a
failed save, it takes 1d6 cold damage and has disadvantage
on Concentration checks until the start of your next turn. On
a successful save, the creature takes half damage and doesn't
have disadvantage.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level
(7d6).
Hardened Bread
Bread baked to be harder than stone. When ingested, it
breaks into chunks and clogs the throat. The target must
make a Strength saving throw. On a failed save, it takes 1d6
bludgeoning damage and has disadvantage on attack rolls
until the start of your next turn. On a successful save, the
creature takes half as much damage and doesn't have
disadvantage.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level
(7d6).
Herbal Grey Tea
A cup of steaming tea. When ingested, it clears the mind, and
calms the body. The target adds 1d4 to all Constitution saving
throws, Intelligence checks, and Wisdom checks for 1 hour.
Invigorating Juices
A delectable fruit sloshing with good juices. When ingested,
the juices bolster the body’s constitution. The target gains
1d8 temporary hit points for 1 minute.
The number of temporary hit points gained from this
morsel increases by 1d8 when you reach certain levels in this
class: 4th level (2d8), 7th level (3d8), 9th level (4d8), 13th level
(5d8), 17th level (6d8), and 20th level (7d8).
Packed Protein
A fried chicken leg. When ingested, it feeds the muscles at an
enhanced rate. For 1 minute, the target adds 1d4 to all
damage rolls and ability checks they make using Strength.
The die rolled for this morsel increases when you reach
certain levels in this class: 10th level (1d6), 15th level (1d8),
20th level (1d10).
Smoky Chops
A smoky bite of pork. When ingested, it reacts with the
stomach’s juices to create a fiery sensation that warms the
body and manifests a fever. The target gains resistance to
cold damage and immunity to the poisoned condition for 10
minutes.
Spicy Pepper
A spicy, roasted pepper. When ingested, it causes intense
sweating that greases the body. The target gains resistance to
fire damage and immunity to the grappled condition for 10
minutes.
Sugar Crystals
A string of crystallized sugars. When ingested, it overcharges
the cells. The target’s speed increases by 5 feet for 10
minutes.
This bonus increases when you reach certain levels in this
class: 5th level (10 feet), 10th level (15 feet), 15th level (20
feet) and 20th level (25 feet).
Braised Rabbit
Prerequisites: 7th level
A rabbit haunch cooked with wine and herbs. When ingested,
it instills the body with a springy dexterity. The target gains
the effect of the Jump spell for 1 hour.
Buttered Trout
Prerequisites: 7th level
Trout coated in butter. When ingested, it seizes the lungs and
reworks the body's breathing apparatus. The target gains the
effect of the Water Breathing spell for 1 hour. The target also
gains a swim speed equal to their movement speed for the
duration.
Roast Pheasant
Prerequisites: 7th level
Roasted pheasant wing. When ingested, it creates a lightness
in the body. For 10 minutes, when the target falls, their rate
of descent slows to a rate between 5 feet per round and 60
feet per round (their choice). They can choose their rate of
descent again at the start of each of their turns. If they land
before the morsel's effect ends, they take no falling damage.
Spider Eggs
Prerequisites: 7th level
Salt-cured spider eggs. When ingested, it improves the body's
grip. The target gains the effect of the Spider Climb spell for
1 hour.
Thickening Gruel
Prerequisites: 7th level
A hardy porridge . When ingested, it thickens the skin. The
target gains the effect of the Barkskin spell for 10 minutes.
Chamomile Tea
Prerequisites: 11th level
Tea steeped with Chamomile leaves. When ingested, the tea
relaxes the muscles, weakening physical strikes. For 1
minute, whenever the target makes a weapon attack, they
must subtract 1d6 from their damage roll for that attack.
Shreevy Leaves
Prerequisites: 11th level
Leaves of the Shreeve shrub, baked to release calming
chemicals. When ingested, the target must make a Wisdom
saving throw. On a failed save, the creature becomes
indifferent to all other creatures for 1 minute. The
indifference ends early if the target is damaged in any way. A
creature who can't be charmed is immune to this effect.
Spectral Sprouts
Prerequisites: 11th level
Bean sprouts grown on haunted ground. When ingested, the
target gains the benefits of the See Invisibility spell for 1
minute. The target can also use an action to enter or exit the
ethereal plane for the duration.
Startouched Seeds
Prerequisites: 11th level
Sunflower seeds baked in starlight. When ingested the target
rolls 1d4. The creature can recover expended spell slots that
have a combined level that is equal to or less than the
number rolled. If the recovered spell slots are not used in the
next minute, they are lost.
Sweet and Sour Beets
Prerequisites: 11th level
Sugared beets dipped in soured creams. When ingested, it
softens the skin, weakening the body against physical attacks.
For 1 minute, add 1d6 extra damage to the first weapon
attack that hits the target on each turn.
Boiled Dragon's Tail
Prerequisites: 15th level
A tough chunk of tail, boiled until soft and white. When
ingested, the target grows scales across their body, and they
sprout a tail made of fire. For 1 minute, the target gains a +1
bonus to AC, and they can use an action to do one of the
following:
- Frightful Presence. The target roars. Each creature of the target's choice that is within 30 feet of the target must succeed on a Wisdom saving throw or become Frightened of the target for 1 minute. The DC for the saving throw is equal to your Morsel save DC. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the target's Frightful Presence for the next minute.
- Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4d8 fire damage.
Hydra Tongue
Prerequisites: 15th level
Tongue from one of a Hydra's mouths, simmered in strong
aromatics. When ingested, the target grows a second head
that lasts for 1 minute. The head grants them the following
benefits:
They gain 1d10 temporary hit points at the start of their
turn.
Any limbs amputated within the last 24 hours regenerate
at the start of each of their turns.
They gain an extra reaction that can only be used for
opportunity attacks.
They gain an extra action that can only be used to take the
Disengage, Help, or Search action.
At the end of the duration, the head falls off and
evaporates, leaving behind no trace.
Elemental Pie
Prerequisite: 15th level
A pastry with a fruity filling swirled together with the primal
elemental salts. When ingested, the power of the elements
manifests itself inside the target's body. For 1 minute, the
target gains resistance to Acid, Fire, Poison, Lightning, and
Thunder damage. They also gain a flying and swimming
speed equal to their walking speed for the duration.
Frosted Grapes
Prerequisite: Sous Chef feature
Grapes dusted with white sugar. When ingested, it powers
the nerves at an enhanced rate. For 1 minute, the target adds
1d4 to all damage rolls and ability checks they make using
Dexterity.
The die rolled for this morsel increases when you reach
certain levels in this class: 10th level (1d6), 15th level (1d8),
20th level (1d10).
Strong Ale
Prerequisites: 7th level, Sous Chef feature
Intensely fermented alcohol. When ingested, it loosens the
body’s muscles. The target gains resistance to nonmagical
bludgeoning, piercing, and slashing damage from weapon
attacks for 1 minute.
Honeyed Fish
Prerequisite: 13th level, Sous Chef feature
A sweet and juicy fish. When ingested, it boosts the powers of
the mind. The target has advantage on all Intelligence,
Wisdom, and Charisma checks for 1 minute.
Pine Nut Mash
Prerequisite: 17th level, Sous Chef feature
Roasted pine nuts smashed into a chunky cream. When
ingested, it gives the target a sweet, fragrant breath. All
friendly creatures within 10 feet of the target (including the
target) have advantage on saving throws for 1 minute.
Stinking Sprouts
Prerequisites: Mess Sergeant feature
Brussel sprouts wrapped in ham. When ingested, they power
consistent and disruptive flatulence. The target gains
immunity to the charmed and frightened conditions for 1
minute.
Bloating Beans
Prerequisite: 7th level, Mess Sergeant
Hearty, yet swelling food. When ingested by a Medium or
smaller creature, the target grows into a much pudgier,
threatening form. The target’s size doubles, and its weight is
multiplied by eight for 1 minute. This growth increases its
size by one category. The target also gains advantage on
Strength checks and Strength saving throws for the duration.
Jittering Coffee
Prerequisites: 13th level, Mess Sergeant feature
Coffee with an unnaturally high amount of caffeine. When
ingested, it supercharges the nerves, constantly sending
electrical currents through the heart. For 1 minute, if the
target drops to 0 hit points as a result of taking damage, the
target instead drops to 1 hit point, and this morsel's effect
ends.
Fatty Oats
Prerequisites: 17th level, Mess Sergeant feature
Complex grains suffused with healthy fats. When ingested, it
builds up the hardiness of the skin to prevent harm. The
target has resistance to all damage until the end of your next
turn.
Greasy Slosh
Prerequisites: Hash Slinger
A thick, heavy, and acidic porridge. When ingested, it forces
the body to use a significant amount of energy to process.
The target must make a Constitution saving throw. On a
failed save, it takes 1d6 acid damage and is considered
restrained for 1 minute. At the end of each of its turns, the
target can make another Constitution saving throw. On a
success, the effect ends on the target. On a successful save,
the target takes half damage and is not restrained.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level
(7d6).
Fire Salts
Prerequisite: 7th level, Hash Slinger feature
A rare and combustible spice. When ingested, it mixes with
the target creature’s breath and spit to create a fiery
discharge. All creatures within 15 feet of the target (including
the target) must make a Dexterity saving throw. On a failed
save they take 4d6 fire damage, or half as much on a
successful save.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 9th level (5d6), 13th level (6d6),
17th level (7d6), 20th level (8d6).
Garlic Tuna
Prerequisite: 13th level, Hash slinger feature
Festering tuna baked in over-ripened garlic. When ingested, it
causes the target to exude rot from every pore. The target
must make a Constitution saving throw. On a failed save, all
hostile creatures within 10 feet of the target (including the
target) have disadvantage on saving throws for 1 minute.
Rancid Onion
Prerequisite: 17th level, Hash Slinger feature
A vegetable in the heat of decomposition. When ingested, the
target sprays the vegetable’s over-ripened juices all around
itself. All hostile creatures within 30 feet of the target
(including the target) must make a Constitution saving throw.
On a failed save they are paralyzed until the start of your next
turn and blinded for 1 minute. At the end of each of its turns,
a target can make another Constitution saving throw. On a
success, they are no longer blinded.
Underdark Draught
Prerequisite: Brewmeister feature
A pitch black ale, foaming with shadows. When ingested, the
target immediately vomits magical darkness that fills a 10-
foot radius sphere centered on the target. A creature with
darkvision can't see through this darkness and nonmagical
light can't illuminate it.
The darkness lasts for 1 minute. All creatures friendly to
the target (including the target) can see through this magical
darkness.
Vodka Slushie
Prerequisite: 7th level, Brewmeister feature
A white swirl of frozen vodka, misting a boozy aroma. When
ingested, the target immediately vomits snow that covers the
ground around them. The ground in a 15-foot radius centered
on the target becomes covered with snow.
The snow is considered difficult terrain for all creatures
hostile to the target. When the snow is vomited, all creatures
hostile to the target within in the area must make a Strength
saving throw. On a failed save, a creature is pushed out of the
snow's area, away from the target. The snow lasts for 1
minute, or until melted by an intense heat.
Hellfire Whiskey
Prerequisite: 13th level, Brewmeister feature
A grey liquor, with sickly, yellow flames caressing the surface.
When ingested, the target's eyes and body become wreathed
in yellow-green flames for 1 minute. The flames shed dim
light in a 10-foot radius, reaching out to drain the life of the
target's enemies. When a large or smaller creature that is
hostile to the target moves into the dim light for the first time
on a turn, or starts its turn there, they must make a
Constitution saving throw. On a failed save, they suffer one
level of exhaustion.
Angel's Kiss
Prerequisite: 17th level, Brewmeister feature
White wine, bubbling with divine energy. When ingested, the
target sheds bright light in a 30 foot radius, and dim light for
an additional 30 feet for 1 minute. When a creature hostile to
the target starts their turn in the bright light, they must make
a Constitution saving throw. On a failed save, they are blinded
until the start of their next turn. Creatures with darkvision
make this save with disadvantage.
Subclass Options
Cook Archetypes
Once a cook has set out on their journey, they must decide
what it is about food that excites and drives them. How do
they measure the success of a dish? Do they measure it by the
flavor it possesses? By the effect it has on the body, good or
bad? It is only once a cook has developed a standard to judge
themselves by that they can truly come into their own.
Sous Chef
The archetypal Sous Chef believes that their allies are more
than worthy of their cooking. They have proven that their
stomachs can make the most of the powers instilled in
morsels, and a Sous Chef will use that power to safeguard
their health at all costs.
We Deliver
At 3rd level, you become a caretaker of heroes, ready at any
moment to help your allies, even at range. When you feed a
morsel to a willing creature, the creature you feed can be up
to 30 feet away from you, so long as you can see them, and
their mouth is not blocked by total cover. You throw the
morsel directly into their mouth, and they ingest it
immediately.
Additionally, when you feed a morsel to a willing creature
that you can touch (other than yourself), you can do so as a
bonus action.
Secret Sauce
At 6th level, you create a signature sauce that you dab onto all
of your beneficial morsels. Whenever you feed a morsel to a
friendly creature, it regains a number of hit points equal to
your Constitution modifier.
Aromatic Scent
By 10th level, the continuous consumption of culinary
delights has infused your body with a thousand revitalizing
smells that stir your companions to action. As an action you
can expel these smells in one powerful wave. All friendly
creatures (including yourself) within 30 feet of you that you
can see regain a number of hit points equal to your Cook
Level, and they can each immediately use their reaction to
make a single weapon attack or cast one cantrip they know
that requires an attack roll or saving throw (their choice).
Once you use this feature, you must finish a long rest
before you can use it again.
Magnificent Meal
Beginning at 14th level, you can prepare a magical feast that
strengthens both body and will. You gain the ability to cast the
Heroes' Feast spell. When you do so, you replace the material
components of the spell with fine foods worth at least 500 gp,
which the spell consumes.
Once you cast Heroes' Feast in this way, you cannot do so
again until you have finished a long rest.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you can
make only one. It doesn't expire until your next long rest, and
it doesn't count against the total number of morsels you can
prepare.
Monkey’s Brains. The well-seasoned brains of the world’s
most capable simians. For 10 minutes, if the target fails a
saving throw, they can choose to succeed instead. If they
choose to do so, this morsel's effect ends.
Mess Sergeant
The archetypal Mess Sergeant believes in a stringent diet,
complete control over what goes in and out of one’s body.
They seek bodily perfection through a calculated input of just
the right nutrients, and they are overjoyed by any chance to
show off their physical prowess.
Never Satisfied
At 3rd level you gain the ability to eat very quickly. On your
turn, you can feed a morsel to yourself as a bonus action.
Additionally, your healthy appetite bolsters your health.
Your hit point maximum immediately increases by 3 and
increases by 1 whenever you gain a level in this class.
Raucous Belch
At 6th level, you gain the ability to taunt your foes with a loud
and odorous burp. As an action you can have each hostile
creature in a 10 foot cone originating from you make a
Wisdom saving throw against your Morsel save DC. On a
failed save, the target(s) have disadvantage on attack rolls
against all creatures other than you until the start of your
next turn.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Sturdy Stomach
At 10th level, you can be under the effects of two morsels at
the same time.
If you are under the effects of two morsels and ingest a
third morsel, you lose one of the original effects (your choice).
Strict Diet
At 14th level your diet optimizes your body beyond its normal
limits. Choose Strength, Dexterity, or Constitution. Increase
the ability score of the chosen ability by 2, and the limit for
that ability score becomes 22.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you can
make only one. It doesn't expire until your next long rest, and
it doesn't count against the total number of morsels you can
prepare.
Crytalline Heart. The heart of a rock candy giant. For 10
minutes, if the target’s total for a Strength, Dexterity, or
Constitution ability check or saving throw is less than their
score for the ability being checked, they can use that score in
place of the total.
Hash Slinger
The archetypal Hash Slinger believes more in the scientific
aspect of food than in the art of it. Food is the fuel, and the
body is the fire. If you can control the fuel, you can control the
fire.
Bonus Proficiencies
When you become a Hash Slinger at 3rd level, you gain
proficiency with martial weapons.
We Deliver Death
Also at 3rd level, you gain the ability to feed your enemies at
range. When you feed a morsel to a hostile creature, the
creature you feed can be up to 30 feet away from you, so long
as you can see them, and their mouth or analogous orifice is
not blocked by total cover. You throw the morsel directly into
their mouth or analogous orifice, and they ingest it
immediately.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Horrific Stench
At 10th level, your food-based experiments have weaved a
sickening and distracting smell into your body that releases
when you're in danger. Whenever a hostile creature within 10
feet of you makes an ability check or saving throw, they
subtract 1d4 from their roll.
Noxious Strike
At 14th level when a creature makes a saving throw against
one of your morsel's effects, you can impose disadvantage on
the roll. Once you use this feature, you must finish a short or
long rest before you can use it again.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you can
make only one. It doesn't expire until your next long rest, and
it doesn't count against the total number of morsels you can
prepare.
Bubbly pill. This Carbon dioxide infused morsel dissolves
in the target’s stomach, building up pressure inside their
body. The target must make a Constitution saving throw. On a
failed save they are poisoned and their speed is halved until
the end of your next turn. Whether the save is successful or
not, if the target is killed within 1 hour, it explodes. All
creatures within 10 feet of the target must make a Dexterity
saving throw. On a failed save they take 10d6 force damage if
the target was Medium sized or smaller, and 5d6 extra force
damage for each size category larger than Medium, or half as
much damage on a successful save.
Brewmeister
Where most would see only the danger or the fun in the
world's most common vice, the Brewmeister sees potential.
Specialists in booze, they study the liquors and ales of the
world, each invested with the power of its place, to better
craft their own extraordinary brew.
Spiked Morsels
At 3rd level, you become an expert in alcohol, its benefits and
detriments, and you know how to work it into any morsel you
prepare.
You gain proficiency with Brewer's Supplies if you don't
already have it.
Additionally, when you prepare a morsel, you can choose to
spike it, allowing your morsels to build off one another. If a
creature is under the effects of a spiked morsel, and they
ingest another spiked morsel, the original effect does not end,
and the creature becomes intoxicated for 1 minute. An
intoxicated creature is immune to the charmed and
frightened conditions.
When a creature's intoxication ends, it loses all effects
gained from morsels, and the creature can't move or take
actions until the end of its next turn as it becomes hungover.
Once a creature has become intoxicated, it can't do so
again until it has finished a short or long rest.
Drunken Stumble
Beginning at 6th level, you start to manipulate your alcoholic
additions to provide added benefits to intoxicated creatures.
Creatures you intoxicate increase their speed by 10 feet,
and other creatures have disadvantage on opportunity attack
rolls against them.
Boozy Yield
At 10th level, your brew relaxes the muscles, softening the
blow of certain assaults.
Creatures you intoxicate gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical weapon
attacks.
Angry Drunk
At 14th level, you craft your booze to create a frenzied buzz.
Once per turn, when a creature that you have intoxicated
hits a creature with an attack, they can add your Constitution
modifier to the damage roll.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you can
make only one. It doesn't expire until your next long rest, and
it doesn't count against the total number of morsels you can
prepare.
Master Brew. A hard, fine liquor. When ingested, the target
immediately becomes intoxicated for 10 minutes. When this
intoxication ends, the target does not become hung over.
Monster Masher
Most cooks stumble upon the physical power of vitality, or
perhaps they simply feel its power in their gut. Monster
Mashers cannot stand this ignorance and thus become
determined to study the vitality that gives their morsels
power. They study all kinds of life, and are always happy to
experiment on the living and dead meat.
Vital Harvest
At 3rd level, you learn that there is a power left in creatures
recently killed. During their last moments, the threat of death
brings a creature to full and utmost life. The vital essence of a
creature killed in this state lingers, but must be harvested
and preserved to be utilized.
If you or an ally kills a hostile creature with a challenge
rating of 1 or higher, and the creature's body is not destroyed,
you can harvest meat from the body for a special meal if it is
of a type you know how to cook (described below). Harvesting
this meat takes 1 hour, and you have 24 hours after killing the
creature to harvest the meat before the vital essence fades.
You keep this meat in your Cook's Bag until you are ready
to prepare it. You can only have one of these meats in your
Cook's Bag at a time. As part of a short or long rest, you can
prepare the special meal from this meat. A number of
creatures equal to 5 + your Constitution modifier can partake
of the meal as part of the same short or long rest. These
creatures gain a benefit depending on the creature type of the
creature from which the meat came. This benefit lasts for 24
hours after the short or long rest ends, or until your next long
rest, whichever comes first.
- Beast. Your current and maximum hit points increase by 10.
- Monstrosity. You have advantage on Strength, Dexterity, and Constitution saving throws against magic.
- Ooze. You gain blindsight out to a range of 10 feet.
- Plant. While you are standing in direct sunlight, you have advantage on Strength and Constitution checks, and whenever you would regain hit points, treat any dice rolled as having rolled their maximum value.
- Aberration. You gain darkvision out to a range of 60 feet and telepathy out to a range of 60 feet.
- Dragon. You gain a flying speed of 60 feet. If you end your turn in the air, and nothing is keeping you aloft, you fall.
- Fiend. You have advantage on all Charisma and Intelligence checks and saving throws.
- Giant. You gain the benefits of the Enlarge spell.
Autonomous Bag
At 6th level, you modify your Cook's Bag to use the vitality
coursing through a recently taken piece of flesh to cook it into
a morsel.
When you deal slashing or piercing damage to a hostile
creature that isn't a humanoid, celestial, undead, construct, or
fey, with a melee weapon attack, you can cut off a chunk of
meat and place it into your Cook's Bag as part of the same
attack. The chunk is immediately prepared into the Fresh Cut
morsel (described below) by your Cook's Bag. You can't have
more than one morsel of this type in your bag at a time.
Your Cook's bag can season and cook the following morsel
a number of times equal to your Constitution modifier
(minimum of once). You regain expended uses when you
finish a long rest.
Fresh Cut. A rare slice of flesh that heals allies and harms
foes. When ingested by a friendly creature, the target regains
2d6 hit points. When ingested by a hostile creature, the target
must make a Constitution saving throw. On a failed save they
take 2d6 acid damage, or half as much damage on a success.
The morsel's healing and damage increase by 1d6 when
you reach certain levels in this class: 7th level (3d6), 9th level
(4d6), 13th level (5d6), 17th level (6d6), 20th level (7d6).
Combat Bag
At 10th level, you modify your Cook's Bag into a weapon that
spits your morsels out as projectiles. It counts as a simple,
magical ranged weapon that only you are proficient with. It
deals 1d12 bludgeoning damage, and has the ammunition
(range 30/120) property.
The only ammunition you can use for this weapon are your
morsels. You choose which morsel you use as ammunition
for each attack before you make an attack roll. When you hit a
creature with this weapon, you can have the target
immediately ingest the morsel used for ammunition.
Vital Observance
At 14th level, your study of the vital essence of creatures
allows you to see its ebb and flow, giving you insights into
creatures you observe closely.
If you observe a creature for 1 minute, you learn if it has
any vulnerabilities, immunities, or resistances and what they
are. You need only to be able to see the creature for the
duration of the minute to gain this knowledge. You cannot
observe more than one creature during this minute.
You can gain knowledge using this feature a number of
times equal to your Constitution modifier (minimum of once).
You regain all expended uses when you finish a long rest.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you can
make only one. It doesn't expire until your next long rest, and
it doesn't count against the total number of morsels you can
prepare.
Vital Meat. A bite of one of your harvests. When prepared,
choose one of the benefits listed in your Vital Harvest feature.
When this morsel is ingested, the target gains the chosen
benefit for 1 minute.
Level | Proficiency Bonus | Features | Morsels |
---|
1st | +2 | Cook's Bag, Morsels, Smelling Salts | 3 |
2nd | +2 | Expertise | 3 |
3rd | +2 | Cook Archetype | 4 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Rotund Reflection | 6 |
6th | +3 | Cook Archetype Feature | 7 |
7th | +3 | Order Up, Smelling Salts Improved | 8 |
8th | +3 | Ability Score Improvement | 9 |
9th | +4 | Expertise, Iron Stomach | 10 |
10th | +4 | Cook Archetype Feature | 11 |
11th | +4 | Order Up Improved | 12 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Smelling Salts Improved | 13 |
14th | +5 | Cook Archetype Feature | 13 |
15th | +5 | Soul of Food | 14 |
16th | +5 | Ability Score Improvement | 14 |
17th | +6 | Fulfilling Meal, Smelling Salts Improved | 15 |
18th | +6 | Cook Archetype Feature | 15 |
19th | +6 | Ability Score Improvement | 15 |
20th | +6 | Leftovers | 15 |