Adventure Chef, Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Padlock.png
The primary contributor has requested no further edits to this page
The user above has requested no further edits to this page. This page is considered complete and balanced. As such, the page has been locked so that only administrators can edit it. If you wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not fully protected, please either contact an administrator or remove this template.


Adventure Chef[edit]

An Adventure Chef is one in particular who practices a wide variety of cooking, looking mainly to serve as many people as his supplies will allow him. He is uniquely gifted with knowing how kitchen utensils work, despite not being able to use them to his full potential, and they learn many interesting things in their quest to improve and become the best chef in their lands.

Making an Adventure Chef[edit]

Abilities: Intelligence and Charisma (For Class Skills).

Races: Any

Alignment: Any

Starting Gold: 3d6x10 gp

Starting Age: As Bard.

Table: The Adventure Chef

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Kitchenware, Snacks
2nd +1 +3 +0 +3 Skill Focus (Craft (Cooking))
3rd +1 +3 +1 +3 Special Dishes
4th +2 +4 +1 +4
5th +2 +4 +1 +4
6th +3 +5 +2 +5 Good Snacks
7th +3 +5 +2 +5
8th +4 +6 +2 +6
9th +4 +6 +3 +6
10th +5 +7 +3 +7 Greater Special Dishes
11th +5 +7 +3 +7
12th +6/+1 +8 +4 +8
13th +6/+1 +8 +4 +8 Better Snacks
14th +7/+2 +9 +4 +9
15th +7/+2 +9 +5 +9
16th +8/+3 +10 +5 +10
17th +8/+3 +10 +5 +10
18th +9/+4 +11 +6 +11
19th +9/+4 +11 +6 +11
20th +10/+5 +12 +6 +12 Best Snacks

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spot (Wis).

Class Features[edit]

All of the following are class features of the Adventure Chef.

Weapon and Armor Proficiency: An Adventure Chef is proficient with all simple weapons, and light armor. They are not proficient with with martial weapons, medium armor, heavy armor or shields.

Kitchenware: An Adventure Chef can manipulate his common tools to a great degree of skill so they can not only deal more damage than normal, but be more lethal as well. These tools in his hands are considered normal weapons and may be wielded without penalty as long as they are the appropriate size. The table given below is only a short list of all the potential available tools a chef has access to, but are the most common, and are for medium sized tools (so adjust where needed), and finally, some tools may give a bonus to AC (as a Armor Bonus) due to their shield-like nature. All tools are one handed weapons (unless indicated by a '(T)'), and those with a '(L)' may be treated as light weapons. A DM may include additional options or tools with different types of damage.

Kitchenware Damage
Tool AC Bonus Damage Critical Range Increment Type
Cleaver - 1d6 19-20/x2 - Slashing
Frying Pan +2 1d8 x3 - Bludgeoning
Kitchen Knife(L) - 1d4 x3 20 ft. Piercing or Slashing
Ladle - 1d6 x2 - Bludgeoning
Pot(T) +1 1d10 x2 - Bludgeoning
Rolling Pin - 1d6 x2 - Bludgeoning, Nonlethal
Skewer - 1d4 x2 20 ft. Piercing, Thrown
Wok(T) +2 1d8 x2 - Bludgeoning


Snacks: You develop a way to make nutrition packed snacks, that have varying levels of benefits. You may serve these to one person at a time, and they can eat it as a standard action (provoking attacks of opportunity as normal). Usable a number of times per day equal to your class level plus your Charisma modifier.

These snacks (whatever they may be) heal for 1d8 points of damage plus your level of Adventure Chef you possess (to a maximum of +5). At level 4, it duplicates the effects of Lesser Restoration. At level 10, it becomes normal Restoration. At level 16, it becomes Greater Restoration.

Skill Focus (Craft(Cooking)): You gain the Skill Focus feat with the Craft(Cooking) skill.

Special Dishes: Special Dishes, the ability an Adventure Chef is most proud of, is his work. He may serve a special dish, allowing for enough food to feed one person per each character level he possesses, 3 times per day plus his Charisma modifier. To cook and serve a special dish, the chef needs a minimum of twenty minutes to cook with his appropriate utensils, and needs at least 1 pound of "Cooking Supplies" per person they will serve. "Cooking Supplies" can be bought in a town for 1 gold per pound, and contains a wide assortment of spices, vegetables, and meats perfect for cooking nearly any meal.

The special dish, when served, lasts for one hour and then becomes spoiled. Food may be saved from the special dish with the appropriate measures, but that food will not give any benefits aside from feeding a character for the day. The special dish provides an Aura of Sanctuary to allow its partakers to dine in peace, providing a 20 foot radius effect of the Sanctuary spell, centered on the food. The benefits of this last for 6 hours, plus 10 minutes per level of Adventure Chef you possess.

  • A Hearty Meal: The feast provides its diners with 1d6 temporary hit points per level of Adventure Chef you possess, to a maximum of 10d6.
  • Fortifying Meal: Your food gives its eaters a +1 Morale Bonus per five levels to Will, Fortitude, or Reflex (choose one).
  • Happy Belly, Happy Body: The feast provides a +1 Morale Bonus per five levels (that stacks) to Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma (choose one).
  • Invigorating: Eating the meal cures you of Fatigue, or lowers exhaustion to fatigue. Requires level 8 or higher to take this Nutrition, and this does not allow you to replenish daily abilities or spells.
  • Milk Infusion: Taking advantage of the detoxing properties of milk (and some other herbs), your food cures its diners of poison, but not the damage it has caused. At 10th level, this improves to give the imbibers poison immunity for the duration of the special dish's benefits.
  • The Spice!: You cook your food with hot spicy ingredients, that while not directly tasting spicy, help your body burn away disease, curing you of all diseases, but not undoing any damage they have already caused. Requires level 8 or higher to make this dish, and if you are level 10 or higher, this improves to grant its imbibers immunity to disease for the duration of the special dish's benefits.
  • Toughened Skin: The food you have eaten thickens your skin, providing you with a +1 Natural Armor bonus per four levels that stacks with preexisting natural armor.
  • Warm Meal: For the duration of the benefits you gain from the special dish, you gain the effects of Endure Elements.

At 10th level, your cooking ability improves significantly. In addition, a Tiny Hut (as the spell) is conjured, centered on your food and providing a sheltered temperate environment in addition to the Sanctuary effects.

  • Easy on the Stomach: Your food cures and prevents nausea and sickened conditions for the duration of the effects.
  • Full Stomach: With less hunger distracting you, you can more easily focus on tasks at hand, particularly combat. You gain a +1 Morale Bonus per four levels to attack and damage rolls.
  • Iron Skinned: The food has fortified your cells strongly against anything physical, granting you a Damage Reduction equal to half the Adventure Chef's class levels.
  • Special Sauce: There is something about your food that is just amazing, invigorating your very spirit. You gain a spell resistance equal to the 10 + 1/2 the Adventure Chef's class levels. At 16th level or higher, you also add half of the eater's level to the spell resistance.
  • Warm and Full: The food has given its imbibers immunity to fear (and dispelling any existing fear effects).

Good Snacks: You develop a way to make nutrition packed snacks, that have varying levels of benefits. You may serve these to one person at a time, and they can eat it as a standard action (provoking attacks of opportunity as normal). Usable a number of times per day equal to your class level plus twice your Charisma modifier.

These snacks (whatever they may be) heal for 2d8 points of damage plus your level of Adventure Chef you possess (to a maximum of +15). At level 4, it duplicates the effects of Lesser Restoration. At level 10, it becomes normal Restoration. At level 16, it becomes Greater Restoration.

Better Snacks: You develop a way to make nutrition packed snacks, that have varying levels of benefits. You may serve these to one person at a time, and they can eat it as a standard action (provoking attacks of opportunity as normal). Usable a number of times per day equal to your class level plus thrice your Charisma modifier.

These snacks (whatever they may be) heal for 3d8 points of damage plus your level of Adventure Chef you possess (to a maximum of +20). At level 4, it duplicates the effects of Lesser Restoration. At level 10, it becomes normal Restoration. At level 16, it becomes Greater Restoration.

Best Snacks: You develop a way to make nutrition packed snacks, that have varying levels of benefits. You may serve these to one person at a time, and they can eat it as a standard action (provoking attacks of opportunity as normal). Usable a number of times per day equal to your class level plus four times your Charisma modifier.

These snacks (whatever they may be) heal for 4d8 points of damage plus your level of Adventure Chef you possess (to a maximum of +25). At level 4, it duplicates the effects of Lesser Restoration. At level 10, it becomes normal Restoration. At level 16, it becomes Greater Restoration.

Playing an Adventure Chef[edit]

Religion: Most do not have a particular god or goddess, but some may worship those that allow for bountiful harvests or good trade to bring them good spices.

Other Classes: Most other classes will happily invite a chef along because it means good cooked meals after a long day of dirty messy fighting and they can relax.

Combat: A chef is almost useless in combat, but can offer insight and definitely take advantage of openings. Some are particularly good with throwing their knives at people.

Advancement: There is not a particular class, but they may sometimes follow bards to better learn the world around them, understand some other things, and attract more customers with a Bardic Performance.

Adventure Chefs in the World[edit]

I ate his food once...I think I'm addicted now, because I cant stop looking for him to cook me a meal.
—Mathias, Human Rogue

Daily Life: Most spend a good portion of their time preparing snacks for their companions or meals when its time, and when in cities they always search for the best ingredients they can.

Notables: Sanji, a World Renown Seafood Adventure Chef..

Organizations: No particular organization exists, but it isn't uncommon to find them among militias or armies feeding the troops..

NPC Reactions: "Your food is amazing, please give me more."

Adventure Chef Lore[edit]

Characters with ranks in Knowledge (Local) can research Adventure Chefs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 They frequently travel with others and provide tasty meals.
10 Their food seems to make people feel happy and safe.
15 Feasts held by these chefs often result in people being stronger and stronger, sometimes not even needing rest for days.
20 Information available by choice.

Adventure Chefs in the Game[edit]

Adaptations: While most chefs rely on mundane ingredients to cook, evil chefs may use the bodies of their enemies to cook instead. Such acts are of course taboo in most cultures and these chefs, when discovered, are often shunned from society and dealt with a great deal of mistrust.


Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!


Advertisements: