Arcane Chef (5e Class)

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Design Note: This class was not made with archetypes in mind. The class is diversified via dishes and techniques at the player's choice.

Arcane Chef[edit]

Deedly stirs his pot avidly in the harrowing woods. The danger surrounding his small campfire was of no worry to him. He needed more ingredients after all. As he stirs his bubbling pot filled with strange grasses and matter he gathered from the local flora, a few goblins skulk about in the nearby bushes. They were attracted by the light from the fire, and what do they see but some strange yellow creature stirring a pot with a toque? Deedly hardly looked like a witch, and the goblins were rather eager to find some new victim to torment and eat.

When they crept closer, they were ignorant of a small rune placed on the trees at the perimeter of the clearing. Deedly was instantly alerted to their presence, but he just continues stirring. The goblins then give a laughing shriek before they leap at Deedly, brandishing their daggers. Once they were near the pot, it glows and an aura encloses the goblins, suspending them midair. The goblins flail, confused. Deedly waves his stubby hand and the goblins instantly fly into his giant pot. They scream and choke in the broth as it dissolves their flesh and bones.

After a good cooking session, Deedly pulls out a delicious looking green eggs and ham from his cauldron with a big smile.

Bon Appetit!

A Cook Foremost[edit]

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Cook Kirby, from Super Smash Bros by Nintendo

An arcane chef is a strange sight in battle. Their very weapons are their ingenuity and culinary skill. Their primary skill lies in the use of their enemies in their foods to induce magical and fantastic effects. Using their tools, they can skillfully extract the necessary essence from, say, a dragon and impart it into a nice dish of ramen. The foods they make vary with their many techniques. Some arcane chefs use a strong hand of flame to thoroughly kill and scorch the nerves of their opponents, while others specialize in cold blades to cut and simultaneously preserve the flavor. These chefs are magicians in every right in the kitchen, utilizing small magic tricks to create big flavor and provide for their hungry allies.

Creating an Arcane Chef[edit]

When making an arcane chef character, consider the following questions: How did you get your start in the cooking business, particularly that of magic? Perhaps you were the apprentice of an alchemist or a wizard. Arcane culinary arts are certainly niche, but they have an appeal to the type who like to be adventurous with their palate. People who are arcane chefs are often curious about how things taste, as well as how culinary techniques can be elevated to a higher level. What do you hope to do with your skills? Some chefs hope to taste all flavors, while others dream of their own grand restaurant at the top of the world.

Quick Build

You can make an arcane chef quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma or Intelligence. Second, choose the cook background.

Class Features

As a Arcane Chef you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Chef level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Chef level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: cook's utensils
Saving Throws: Constitution and Charisma
Skills: Pick 3 from Performance, History, Investigation, Perception, Acrobatics, Athletics, Arcana, Survival or Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A cooking knife (dagger) and frying pan (mace) or (b) A spatula (club) and cleaver (handaxe)
  • A spice pouch and recipe book
  • (a) A dungeoneers pack or (b) An explorers pack
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Arcane Chef

Level Proficiency
Bonus
Features Recipes Techniques Tools
1st +2 Season Season, Field Cook, Heritage Tastes 3 - -
2nd +2 Culinary Refinement, Force Feed 4 2 -
3rd +2 Kitchensmith 5 2 1
4th +2 Ability Score Improvement 5 2 1
5th +3 6 3 2
6th +3 Adventurous Eater 7 3 2
7th +3 Make Do! 8 4 2
8th +3 Ability Score Improvement 8 4 2
9th +4 9 5 3
10th +4 Dish Customization 10 5 3
11th +4 Line Cook Speed, Make Do! improvement 11 6 3
12th +4 Ability Score Improvement 11 6 3
13th +5 12 7 4
14th +5 Divine Spice 13 7 4
15th +5 Overstuffed Pan 14 8 4
16th +5 Ability Score Improvement 14 8 4
17th +6 15 9 5
18th +6 Make Do! improvement 15 9 5
19th +6 Ability Score Improvement 15 9 5
20th +6 Master Chef 16 10 6

Season Season[edit]

You aren't a busboy or waiter; you are the cook. As such, you must know the basics of flavor in seasoning. As an arcane chef, this usually means with some magic pizzazz to help with accompanying acoustics and flair for your cuisine. Starting at 1st level, you know and can cast the prestidigitation cantrip.

Field Cook[edit]

On the path of adventure, one has to be resourceful. Chefs will not always have access to the materials they require for their dishes. The answer to this scarcity lies in your ability to extract what you need from prey and nature's bounty. Starting at 1st level, you have a knack to procure ingredients for your recipes based on monsters you slay. The types of ingredients you can procure and their sources are shown in the table below, based on size and creature type. If you harvest from something that fits more than one type, you gain a 0.5 ½ ingredient for each category they fulfill. Each ingredient weighs 1 pound. To harvest all ingredients from a corpse, you must spend part of a short rest extracting from the source. You can obtain ingredients as normal from miscellaneous items in nature like fruiting trees.

Size-Ingredients Chart
Size Number of Ingredients
Tiny 0.5 ½
Small 1
Medium 1
Large 2
Huge 3
Gargantuan 4
Type-Ingredients Chart
Ingredient Type Creature Type
Red Fiend
Blue Undead
Green Plant, fey
Purple Abberration
Yellow Construct
White Celestial
Black Giant
Transparent Elemental, Ooze
Grey Humanoid
Brown Monstrosity
Orange Beast, dragon

Heritage Tastes[edit]

Any cook worth their salt knows some basic dishes. They are often simple and dear recipes, imbued with memory of their first time in the kitchen perhaps, or maybe it was the first thing they ever learned to cook. Starting at 1st level, you know 3 recipes from the list below. As you gain more levels in this class, you can add new recipes to your repertoire. The number of recipes you know is listed under the recipes column of the class table. You can choose more recipes to learn from the Recipes listed toward the bottom of the class page. All foods made require an item interaction to eat, are only one serving (can only be eaten by one creature and cannot be divided), and spoil within 24 hours unless otherwise specified.

You produce your food using your kitchen tools, that is, a mess kit or cook's utensils, when you have them, or just your reflavored weapons as provided by the class.

Some foods force saving throws when ingested or used in other ways. The DC for these saving throws is: 8 + your Charisma modifier + your proficiency bonus

  • Tough Meat
Cook Time: 1 action
Ingredients: Any 1 ingredient except white, transparent, or green (plant-type)
A creature that eats this meat gains a +1 to their Constitution saves until the end of their next turn.
  • Greens Mush
Cook Time: 1 action
Ingredients: 2 green ingredients
The eater gains advantage on any saving throws they make against being poisoned and diseases.
  • Chunky Lumps
Cook Time: 1 hour
Ingredients: Any 2 ingredients
This is a potpourri of unknowns stirred into a gruel. A creature that eats this fulfills their food and drink requirement for the day. Additionally, they gain advantage in Constitution saving throws until the end of their next short or long rest.
  • Fruit Slop
Cook Time: 1 bonus action
Ingredients: 1 green ingredient (plant-type) or any fruit
This sweet-ish mush is made of low quality fruit material. Whoever eats this gets a small sugar burst, granting them advantage on their next skill check or saving throw.
  • Veggie Chip
Cook Time: 1 action
Ingredients: 1 green and 1 yellow ingredient
The eater of this overly crunchy concoction gains a +1 to their AC for 1 hour.
  • Wet Cheese
Cook Time: 1 minute
Ingredients: 1 transparent ingredient and 1 other color
A creature that consumes this soft and watery lump gains an advantage on Dexterity saving throws for the next minute.
  • Gross Cube
Cook Time: 1 minute
Ingredients: 1 blue or grey ingredient
A creature that consumes this strange colored and unappetizing looking cube must make a Constitution saving throw. On a failed save, the creature is considered incapacitated until the end of their next turn, spending this time retching and vomiting.
  • Sink Mix
Cook Time: 1 action
Ingredients: Any 3 ingredients
This is a throw-together dish of whatever you've got lying around really to just get the job done. The creature that eats this gains temporary hit points equal to your arcane chef level + your Charisma modifier. These points last until the end of a long rest.
  • Black Slop
Cook Time: 1 actions
Ingredients 3 blue ingredients
This is unholy crud that bubbles with necrotic energy. When a creature eats it, they must make a Constitution saving throw. On a failed save, the creature suffers 2D8 + 2 necrotic damage, or half as much on a successful save. Regardless of the result, the creature gains one level of exhaustion.
  • Growth Bar
Cook Time: 1 minute
Ingredients 1 green or black ingredient
It's not an energy bar. When consumed, the creature that eats it grows one size category. So a Medium creature would become Large, and a Small creature becomes Medium. This effect lasts for 1 minute and can be used in combination with a spell like enlarge/reduce. This food does not spoil.

Culinary Refinement[edit]

In cooking, simply making the same dish over and over again is not good enough. One finds that different techniques ultimately change a dish entirely to give it more versatility and reveal new flavors even. Starting at second level, you learn 2 culinary techniques of your choice from the list below. These techniques are used to modify recipes and also possibly bestow habituated benefits as a result.

As you gain more levels in this class, you can add new techniques to your repertoire. The number of culinary techniques you know is listed under the techniques column of the class table. You can choose more recipes to learn from the Culinary Techniques listed toward the bottom of the class page.

  • Heat Control: You can manage fires with incredible aptitude and tools. As a bonus action, you can heat up a single article of metal that is no bigger than a 5-foot cube, like armor or weapons, within 5 feet of you by touching it. The item begins to glow red hot for 1 minute as long as you maintain your touch. If a creature other than you comes in physical contact with the item, they take 2d8 fire damage. You must finish a short or long rest before using this feature again.
  • Blanching Chill: To best maintain the freshness of some materials, you can stop their processes by chilling them. As an action, you can touch up to 8 objects within 5-feet of yourself, like food or corpses. These objects become protected from spoiling and decay for the next 24 hours after the use of this technique. Foods made by magic like goodberry remain, but their magic potential is lost. But you can use this technique to preserve foods you make with your recipes. Corpses are protected from decay but they can still become undead. You must finish a short or long rest before using this feature again.
  • Aerate: You can make things foamy and lighter by adding air to them. As an action, you can touch up to 3 objects or willing creatures within 5-feet of you. The targets rise vertically, up to 5 feet, and remain suspended at this altitude for 1 minute. They cannot climb higher or descend, but they can move horizontally at half their movement speed as if they were flying. You can use this technique a number of times equal to your Charisma modifier, regaining all uses after you finish a long rest.
  • Tough Knead: By massaging something, you increase its elasticity, making it tougher and have more form. You can spend 1-minute touching and working an area of water or similar liquid that fits within a 10-foot cube. You can have one of the following effects occur:
  • Cause the liquid to form into simple shapes and animate in your direction. This change lasts for 1 hour.
  • Cause the liquid to become solid enough to walk on. This change lasts for 1 hour.
  • Mirror Glaze: You briefly make something reflective to the point that it blasts out light in multiple ways. As an action, you touch an object no bigger than 1 cubic foot. While the object is in bright light, it sheds additional bright light in a 60-foot radius and dim light for an additional 60 feet. Alternatively, if the object is hit with radiant damage, it disperses light in the same manner until the turn ends.
  • Even Grind: A good chef knows that things must be spread evenly, hence grinding it to a powder that can disperse well. As an action, you create a field of even seasoning around you, extending up to 30 feet from you. If a creature takes damage within this field, the damage is evenly distributed between all creatures in the field. This field lasts for 1 minute or until you dispel it with a bonus action. You must finish a short or long rest before using this feature again.
  • Live Cooking: In addition to good food, a chef must know how to put on a good show. Everyone knows that makes the food better! You gain proficiency in the Performance skill if you don't already have it. When you cook a dish that takes 1 action and grants either hit points, temporary hit points, or advantage on a skill check, you can make a Performance check as part of that action. The dish grants an additional bonus equal to (your Performance check - 10)/2. You can use this technique once per combat.

Force Feed[edit]

You can make sure that not a drop of your magical cooking goes to waste, one way or another. Starting at 2nd level, you can magically force a creature eat your food. Choose a dish you can see within 10 feet of you that you have made within the last 24 hours. That dish attempts to force itself into the body of a creature you can see within 10 feet. That creature must succeed on a Dexterity saving throw. On a failed save, the creature is forced to ingest the food. On a successful save, the food falls to the ground at the creature's feet. A willing creature can choose to fail this saving throw, instantly eating the food.

Kitchensmith[edit]

Almost like an artificer, you can use magic to make tools for the job with your zeal of cooking. Starting 3rd level, you can spend a short rest or part of a long rest you can spend a certain amount of gold to craft a tool to aid you in your cooking endeavors. Choose a tool from the Kitchensmith Tools list below. These tools have varying uses that can augment your cooking techniques and recipes, as well as costs, requisities, and properties. You may choose new tools to add to your kit at levels 5, 9, 13, 17, and 20. Once you add the tool to your kit, you know how to create it in the future. But you cannot create the same tool more than once unless stated otherwise. The number of tools you can have active at a time are written on the class table. Only arcane chefs can use these tools.

Ability Score Increase[edit]

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.

Adventurous Eater[edit]

After sampling much of the world's cuisines, you have developed a strong palate with an iron stomach, bolstering your immune system to handle pretty much anything. Starting at 6th level, you are immune to being poisoned. You also become immune to diseases and have advantage against saving throws incurred by ingesting food or drink.

Make Do![edit]

As a cook constantly on the move in the field, you do not always have access to what you need, or access to anything at all sometimes. Starting at 7th level, you can make a recipe omitting one of its ingredient. At 11th level, this increases up to two ingredients. At 18th level, this becomes up to three ingredients. You cannot use this feature with recipes that have less ingredients than your omitted amount.

Dish Customization[edit]

Starting at 10th level, you learn how to change and make more with what ingredients you have. You can substitute up to two ingredients in a dish to change its effects. The substitution effects depend on the ingredient that you add, as shown in the table below. The following effects only activate for certain recipes and effects. If you substitute ingredients that do not have any effect on a recipe, then the recipe functions as normal.

Ingredient Substitute
Ingredient Result
Red The food becomes significantly spicier and zany tasting. Any damage types in the recipe are changed to fire.
Blue The end product chills down and congeals a bit. The recipe effect changes entirely. Any creature that eats the final product has their base walking speed reduced by 5 feet.
Green Additional of green ingredients adds some airiness and lightness to otherwise heavy dishes. If the recipe restores hit points, it restores additional hit points equal to your Charisma modifier.
Orange These heavy ingredients will make one feel strong and powerful. If the recipe grants advantage, it is changed to Strength saving throws.
Ingredient Substitute
Ingredient Result
Yellow Inorganics in food can help with bodily processes, like minerals. The recipe gains an additional effect: the eater gains resistance to poison damage until the end of their next turn.
Purple Otherworldly substitutions can corrupt your food. The recipe loses its effects and becomes a toxic sludge. Any creature that comes into physical contact with this food takes 1d4 acid damage.
Grey A very basic ingredient swap luckily is stable. The recipe does not change from its intended effects.
Brown Food with these exotic and mixed ingredients tends to adapt a plethora of minor effects. Roll a d12. On a roll of 1-4, any damage in the recipe is changed to a random type. On a roll of 5-8, the recipe loses any effects it has, and becomes normal food. On a roll of 8-12, if the recipe forces any saving throws, the saving throw is changed to another ability score at random. If you roll an inapplicable effect for a recipe, nothing changes.
Ingredient Substitute
Ingredient Result
Black Ingredients of this sort tend to make a lot more product. The recipe portion doubles.
Transparent Transparent ingredients tend to be a bit mild, but they make the end product a bit amorphous, meaning some of it is inedible. You need to spend double the amount of other ingredients in the recipe to complete it when using a transparent substitute.
White The radiance of this ingredient becomes too much for most to handle. Any creature that ingests the recipe with this substitution takes 1d4 radiant damage. Undead creatures take double the amount of damage.

Line Cook Speed[edit]

A keen eye, iron will, and dexterous hands are what all of the greatest chefs obtain with time, and you are one of them. Starting a 11th level, you can halve the time it takes to make a dish. You cannot use this feature on recipes that require less than 1 minute to make. You can use this feature for a number of dishes equal to your proficiency bonus. You regain use of this feature when you finish a long rest

Divine Spice[edit]

Even the blandest of food can be saved by spices, and the best can always be made better by them too! Starting at 14th level, you learn how to season like the best of them, adding a medley of magical tastes to your food that really makes them pop. These spices can replace a single ingredient of a recipe, but they also change its effect drastically. Spices and their effects are presented in the table below. Each spice takes a bonus action to use. They are produced by your unique magic touch and grow with your skill. You can use this feature a number of times equal to your proficiency bonus, regaining all use when you finish a long rest.

The table has only a few spices. A good and creative chef can talk with their DM about making new ones.

Ingredient Substitute
Spice Effect
Glaring Gochu This spice changes any saves the food forces to become a Charisma save. Additionally, on a failed save, a creature is frightened until the start of their next turn in addition to the original food effects.
Garlicky Goo This "aromatic" spice overpowers the original effects of any dish it is added to and replaces it with the following: Creatures that eat the food emit an odor so palpably foul that it manifests in a stinking cloud that issues out of their mouth and orifices, centered on themselves. The creature is also subject to the effects of the cloud and the cloud lasts for 1 minute or until the creature drinks something or eats something else.
Aged Anise This spice changes any saves the food forces to become a Constitution save. Additionally, on a failed save, a creature ages 1D4 × 10 years. This effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Crushed Cardomom This crumbly spice weakens the defenses of those who eat it. It changes any saves the food forces to become a Constitution save and replaces its effects with the following: Creatures that eat the food with this spice take a -1 penalty to their Armor Class until the end of their next turn.
Thorny Turmeric This spice makes someone rather prickly. A creature that eats the food becomes unable to come within 10 feet of any creature willingly for 1 minute. If they do come within 10 feet of another creature while the food is in effect, they must make a Wisdom saving throw against your cooking DC (from Heritage Tastes) or take psychic damage equal to your Charisma modifier.
Sassy Saffron This spice overpowers the original effects of any dish it is added to and replaces it with the following: Creatures that eat the food with this spice become unbearably annoying and lose their willpower to control their impulses, taking a penalty to their Charisma score equal to your Charisma modifier until the end of their next short or long rest.

Overstuffed Pan[edit]

Though a dish's taste is most important, you don't always have time to wait for a dish to cook before starting another. Starting at 15th level, you can prepare two dishes simultaneously if they have the same cook time. This means that if two dishes take an action to prepare, you can prepare them both at the same time instead of one at a time with different actions. The effects of the dishes are not changed and they still require their usual item interaction to be consumed one at a time.

Master Chef[edit]

Here it is. You've finally become the best chef known to man, creating mouth-watering meals with your culinary magic whilst in the heat of battle; a feat that few, if any, people can claim. Starting at 20th level, you gain two of the following benefits of your choice:

  • You can change your list of recipes when you finish a long rest. Preparing a new list of recipes requires time spent studying the technique and ingredients, as well as the composition, and memorizing the processes you must follow to concoct the dish: at least 1 minute per recipe on your list.
  • Using a bonus action, you can replenish your vigor briefly by focusing on your craft. You regain one use of all expended techniques that recharge on a short or long rest. You must finish a long rest before using this feature again.
  • Your speed is unparalleled at cooking. You can cook a dish and treat its cook time as one action. You must finish a long rest before using this feature again.

Recipes[edit]

The dishes you craft are encompassed in recipes. As you grow, your craft changes with the unpredictable nature of the arcane. Like an alchemist, you can concoct new substances and even flavors if you are adventurous enough, with DM's permission of course.

  • Cement Dough
Cook Time: 1 action
Ingredients: Any 1 ingredient and 1 yellow ingredient
This dough is a powerful mix that is actually more a mistake and not meant to be eaten. Any creature that eats this dough ends up having their mouths cemented up due to its gumminess, and they will be unable to speak any verbal language or ingest any food or drink for 1 hour. They can still make unintelligible sounds to fulfill the verbal components of spells. Additionally, you can use a serving of this dough to cover a square area that is 5 feet on a side, increasing the area by an additional 5 feet for every additional serving above 1. Any creature that enters the area must succeed on a Strength saving throw or stop moving on this turn. This area is considered difficult terrain.
  • Gourmet Meat
Cook Time: 1 hour
Ingredients: Any 1 ingredient except yellow and transparent
You add your proficiency bonus to the next Strength ability check or saving throw you make.
  • Hearty Meal
Cook Time: 10 minutes (only during short rests)
Ingredients: Any 2 ingredients
You may create food in the midst of battle, but at your core you're a master chef, and during short rests you can create stunning meals. The meal allows them to heal a number of hit points equal to their hit die. (I.e. a barbarian who eats this will heal 1D12 hit points). A creature can only eat one Hearty Meal per long rest.
  • Energy Mix
Cook Time: 1 action
Ingredients: 1 green and 2 grey or orange ingredients
Eating this healthy and delicious treat restores one's stamina. A creature regains one use of a class feature, a trait, or a spell slot of 5th-level or lower after eating this mix. A creature cannot eat this dish more than once between long rests.
  • Detox Mix
Cook Time: 1 action
Ingredients: Any 1 transparent, green, blue, or yellow ingredient
This pseudo-diuretic mix reduces the effects of toxins in the body. A creature that eats this healthy dish gains advantage on saving throws against poison and diseases for 1 hour. It confers no benefit to undead or constructs.
  • Speedy Slurry
Cook Time: 1 bonus action
Ingredients: 1 transparent ingredient
This quick mix is made from some of the slickest stuff in the universe. A creature that drinks this doubles their movement speed until the end of their next turn. Drinking multiple doses of this mixture does not increase their speed.
  • Panacea Elixir
Cook Time: 1 hour
Ingredients: 1 white and 1 transparent ingredient
This miraculous dish will cure the funk off anyone. After making this dish, you can divide it into four portions. Consuming a portion takes an action and ends any one condition or disease affecting the eater.
  • Protein Rack
Cook Time: 10 minutes
Ingredients: 2 orange ingredients or 1 black ingredient
A rack of this sumptuous dish is hearty and bolsters one's muscles. A creature gains advantage on all their Strength (Athletics) checks for 1 minute after eating this dish.
  • Bendy Noodles
Cook Time: 1 hour
Ingredients: 1 transparent ingredient
These noodles are made of very flexible ingredients. Eating it allows a creature that same flexibility. A creature gains advantage on all their Dexterity (Acrobatics) checks for 1 minute after eating this dish.
  • Light Souffle
Cook Time: 1 hour
Ingredients: 1 transparent ingredient and 1 green ingredient
This souffle is composed of flighty, light-footed ingredients. A creature gains advantage on all their Dexterity (Stealth) checks for 1 minute after eating this dish.
  • Swaying Cassoulet
Cook Time: 1 day
Ingredients: 1 blue and 1 purple ingredient
This long-cook stew has enigmatic (and somewhat foul) smells from its exotic ingredients, making its eater strangely elusive. After eating this stew, when subjected to an effect that allows the eater to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Culinary Techniques[edit]

Cooking is an incredibly technical art at its core, with time-tested methods and various shortcuts known only to the most learned of culinary masters. As you grow in your craft, you build your own unique brand by using what techniques suit your style to create something original.

Hot Shot

You can manifest a fiery shot when you have no ammunition. You can make a ranged weapon attack with a ranged weapon of your choice when you have no ammunition loaded on the weapon. You are proficient with this attack, and it deals fire damage equal to your arcane chef level + your proficiency bonus on a successful hit. The shot you make manifests in the form of a flaming comestible projectile, like a burning egg, slice of pie, or something similar. A flammable object hit by a hot shot ignites if it isn't being worn or carried.

Whirling Toss

You can keep a remarkable deft hand on your stuff and you don't drop, much like a master pizza maker with his pie-making. As a reaction, when you would be disarmed of anything, you can retain your grasp on what you are holding. You also have advantage on all checks to catch or not drop things.

Breaking Point

Cooking on the wild side can yield surprising results with time. When you make a recipe that requires 1 action cook time, you can delay its effect until the start of your next turn. When the effect activates, depending on what the original effect was, it is augmented. If a recipe has more than one of the effects in the table below, you can choose which augmentation happens.

Breaking Point Effect
Original Effect Augmentation
Deals damage The damage doubles.
Forces a saving throw All saves take a penalty equal to your Charisma modifier.
Regains hit points The number of hit points regained doubles.
Flambeau Flamethrower

You know how to cook with flaring style. When you make a recipe that requires 1 action cook time and deals damage, you can have the recipe deal additional fire damage equal to your arcane chef level.

Tempering Temper

A chef uses a variety of techniques like fermenting and aging to get the desired flavor profiles at their best. You learn the sylvanism cantrip.

Dynamic Contrast

The addition of textures increases the ability of your food to appeal. In this case, it can also add some interesting effects to your food! When you make a recipe that requires cook time longer than 1 action, you can have the dish include one of the following effects based on the texture you add.

Dynamic Contrast Texture
Texture Added Effect
Burnt The dish grants resistance to fire damage until the start of the eater's next turn.
Crispy The dish grants resistance to piercing damage until the start of the eater's next turn.
Mushy The dish grants resistance to bludgeoning damage until the start of the eater's next turn.
Chewy The dish grants resistance to slashing damage until the start of the eater's next turn.
Crunchy The dish grants vulnerability to bludgeoning damage until the start of the eater's next turn.
Order Up!

Prerequisite: 10th level
As a commanding chef, you need to be able to control your team so they are timely, even when they aren't! As an action, you can choose one creature within 60 feet of you. This creature must be friendly to you and be able to hear and see you. You declare "Order up!" and name either (1) a feature of 5th level or lower or (2) a spell of 3rd level or lower. This must be declared in the naming fashion of a dish, and the DM will be the judge of how well it works. This is a chance to be creative as a chef with food names (you might call fireball "Flaming Figgy Pudding", acid splash "Ulcerative Gazpacho", or fighter's second wind "Extra Helping of Punch!" eg.). The DM can then decide if they approve the name. Do reward creativity and don't be stingy about it! If the DM approves and the target creature has the named feature, it regains all uses of it. If the feature is something like monk's ki points, they regain a number equal to your arcane chef level. If the target creature has the spell declared, they regain a spell slot of that level. You can use this demanding technique once, regaining use after you finish a short or long rest.

Kitchensmith Tools[edit]

You craft new tools for yourself as a chef. One's tools are said to reflect their very soul when they cook, and some dishes may require certain tools to pull off.

Heat Wok

Armor: shield
Cost: 150 gp
This heavy, sturdy, all-arounder, shallow pot-pan is large enough to cover your back like a shell, which is how it is best transported. When worn as a shield, this wok wards off flames, and you gain resistance against fire damage.

Dim Sum Stick

Weapon: Simple, Melee
Cost: 200 gp
This stick is an enormous version of the one normally used to handle the hot bamboo baskets carrying food. It has a significant reach of 10 feet, but can shrink down to the size of a toothpick or expand to its full size as a bonus action. This staff is considered a quarterstaff while in full size, and you are proficient with weapon attacks using it. When you hit an enemy with this stick, you can force the creature to automatically fall prone. Once you use this effect, you can’t use it again until you move 0 feet on one of your turns.

Fermentation Pot

Adventuring Gear
Cost: 3000 gp
Prerequisite: —
Spread damage like a fart

Staff of Gluttony (4 lbs.)

Weapon: Simple, Melee
Cost: 50 gp
This large paddle has slight tines at the edge, much like the special spoons used to ladle pasta. This staff is considered a quarterstaff and you are proficient with weapon attacks using it. When you make a critical hit with this staff, the target becomes overcome by a sudden desire to eat and will spend all their movement and actions gravitating towards a source of food on their next turn. This urge ends at the end of their next turn.

Inspired Toque (1 lb.)

Adventuring Gear
Cost: 3000 gp
Prerequisite: Level 15
Sometimes just a fancy hat is all you need to feel important and special. While wearing this nice hat, your senses feel heightened. You make critical hits on a roll of 19-20.

Lead Skillet

A heavy, slightly reflective skillet that weighs 12 lbs. You have disadvantage on all Dexterity saves while wielding the skillet, but melee attacks made with the skillet deal 1D12 bludgeoning damage. Food cooked in the skillet are also infused with lead, dealing 1D6 poison damage in addition to the foods base effects when consumed.

Nitrous Gas (0.5 lb.)

Weapon: Simple, Ranged (60 ft.), consumable
Cost: 25 gp
Prerequisite: Blanching Chill technique
Your chilling touch channels into these little handy balls that you can lob at your enemies. You can throw this little grenade thing at a point within range. Upon impact, it blasts out in a 15-foot radius. Creatures within this area have their speed halved and have disadvantage on Dexterity saving throws until the end of their next turn. You can create this tool more than once, but you only create one at a time and you cannot have more than 3 at a time.

Misleading Cloche

Adventuring Gear
Cost: 3000 gp
Prerequisite: —

Reflective Spatula

A standard Spatula made entirely out of mirrors. The spatula can create a replica of any food you have prepared, which manifests itself as a Silent Image. This replica may either offer assistance by distracting your enemy, or it can attack dealing 1D4 psychic damage on hit. If used to distract, the enemy must make a Intelligence save equal to your Arcane Chef level+ your Charisma modifier+ your Proficiency Bonus. On a fail, the creature has disadvantage to your or another creature of your choosing's attack. On a successful save, nothing happens.

Meatlocker

Spell Type: Transmutation Cantrip Casting time: 1 action Range: 60 feet. Components: V Durration: 1 week You target a slab of meat within range that does not exceed 10 lbs. The targeted meat will become protected from the decay of time, or any would-be insects that attempt to eat it. The meat will stay in the condition that it is in for up to one week, or untill the spell is dismissed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the arcane chef class, you must meet these prerequisites: proficient in chef's utensils, have spellcasting, Intelligence or Charisma 13

Proficiencies. When you multiclass into the arcane chef class, you gain the following proficiencies: Nature, Survival, simple weapons

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