Cuisiner (5e Class)
From D&D Wiki
- 1 Cuisinier
- 2 Creating a Cuisinier
- 3 Quick Build
- 4 Class Features
- 5 Taste Archetypes
- 5.1 Art of Sweetness
- 5.2 Art of Spiciness
- 5.3 Art of the Bitter
- 5.4 Art of the Umami
- 5.5 Art of the Sour
- 6 Multiclassing
Whether behind the countertop in a quaint village or in the front lines of battle serving soldiers, Cuisiners come from many woks of life. Cuisiners focus on cooking the best food possible, referring to their practice as an art, rather than just making another meal to survive. While many prefer to master the culinary arts through intensive studies of books, some Cuisiniers aren't afraid to adventure outwards into the great unknown, to pursue the ultimate ingredients. Either way, Cuisiniers are masters of improvisation and shouldn't be taken for fools, neither in battle, nor in conversation.
Creating a Cuisinier
Becoming a Cuisinier isn't a light feat. It takes years of studies and experimentation to learn even the basics of cooking, and even then it takes some innate ability to truly understand the art. What got you into cooking? Was it perhaps a family tradition, or a newfangled love of food? Did passion drive you, or was it the dry tasteless food most have grown to expect that drove you to pursue the mastery of the Cuisinier? You should keep this all in mind when creating your character.
First, make your highest ability score Intelligence, followed by Constitution. Second, choose the Guild Artisan background.
As a Cuisinier you gain the following class features.
- Hit Points
Weapons: Club, Sling, Dagger, Handaxe, Net, Trident
Tools: Brewer's supplies and Cook's utensils
Saving Throws: Constitution and Intelligence
Skills: Choose two from History, Persuasion, Intimidate, Deception, Insight, Medicine, Perception, Nature, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Trident and a Dagger or (b) Two Simple Weapons
- (a) Explorer's Pack or (b) Scholars Pack
- Cook's Utensils, a Cuisinier's satchel, a copy of your personal cookbook, and a chef's uniform
|1st||+2||3||Signature Dish, Tool Master|
|4th||+2||5||Ability Score Improvement|
|5th||+3||5||Thick Skinned, Extra Attack|
|8th||+3||7||Ability Score Improvement|
|10th||+4||8||Ability Score Improvement|
|12th||+4||9||Ability Score Improvement|
|16th||+5||11||Ability Score Improvement|
|18th||+6||12||Fear the Chef|
|19th||+6||12||Ability Score Improvement|
Starting at 1st Level, your experience and practice within the culinary arts has given you a signature dish. Your Dish can be anything, just as long as you can take small quantities around with you. It also counts towards your ration count. During a short or long rest, you may use this time and 10 SP to cook up your signature dish. How many you cook depends on your level. At the 1st Level, your signature dish only heals allies for 1d4 HP. It takes a bonus action to consume your signature dish.
Unfortunately, you can only carry your Dish in your Cuisiner's satchel, which can carry a maximum of 12 helpings at all times (13 at Level 20). Also, if you have not consumed your Signature Dish by your next long rest (or within 24 hours), the Dish expires.
Due to your training, you may use your Cook's Utensils as weapons. You have proficiency when attacking with these tools. Your tools get these added effects:
Chefs Uniform- (Light Armor) 10 + Intelligence Modifier, and gain +1 AC for a stain. You have a number of stains equal to your Proficiency bonus-1.
Frying Pan- 1d6 Bludgeoning (1d8 Versatile). When you roll a critical strike against an opponent, add an extra 1d6 (1d8 Versatile) damage, and the target is stunned for its turn.
Lid- +1 Shield. If an opponent rolls a 1 when attacking you, you may use your reaction to slam the Lid into the target's face, dealing 1d8 Bludgeoning damage. The target then must succeed a DC 15 Strength Saving Throw or be knocked prone.
Cleaver- 1d4 Slashing Damage (Finesse, Light). When attacking an enemy that bleeds, this deals an additional 1d4 Slashing Damage. On a critical strike, this can sever appendages of non-magical creatures.
Mixing Spoon- 1d8 Bludgeoning (light) When attacking you can load a helping of your signature dish and attack like a catapult to deal 1d6 damage (Range 20/60). If launched at an ally they can make a Dex check with advantage to eat it as a reaction, gaining any benefits it has.
Steak Knife- 1d6 piercing. Due to serrations along the blade, you can pierce the toughest of armor. Add +2 to your attack roll when you make a melee attack. This is not your average knife, kept razor sharp through the hardest of Dwarven Stone. Deal an additional 1d4 against any creature on a critical hit.
When you reach 2nd Level, you have the uncanny ability to estimate the Hit Points of an opponent. When you successfully attack an opponent, you can use your bonus action to determine whether the creature has hit points higher, lower, or equal to your own. At the 13th Level, you can determine the exact hit points of the creature you attacked.
At the 3rd Level, you have finally mastered basic cooking and are ready to pursue the path of taste and to understand the color pallet of the tongue. Your Signature Dish loses its initial healing effect (unless otherwise stated), but gains new ones. Choose a Taste Archetype from the list of Arts: Art of the Sweet, Art of the Sour, Art of the Spicy, Art of the Bitter, and Art of the Umami.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At the 5th Level, you have grown so accustomed to both insult and terrible food that you become resistant to their negative effects. Anything involving hearing that would negatively affect you is nullified. In addition, you have advantage against all charming and have a resistance to poison.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
At the 7th Level, due to hours of staring at text and getting reviews from people of all walks of life, you can now understand the basic idea of what any creature is saying. You now have advantage on Insight checks when using it to understand an unknown language. You also learn two additional languages.
At the 9th Level, you can practically cook with anything, and your food tastes good every time. Your signature dish doesn't require any SP to make anymore. In addition, once a week, during a long rest that you prepare Signature Dishes, you can roll 1d4: add that number to the Signature Dishes you make for that day. You now have full immunity to being poisoned.
At the 14th Level, your senses are now at their heightened peak. Gain skill proficiency with Perception and Insight, if you already have proficiency in those skills, double your proficiency bonus. In addition, if you taste anything, you can identify all the ingredients involved. Tasting dirt or evidence can also idenitfy what monster type touched it.
At the 17th Level, watching failure and misuse of ingredients has caused you to become Steamed! You may use your bonus action to fully develop into rage. You have immunity to being paralyzed, frightened, and stunned. Your Strength modifier increases to +5 for the duration, but your Wisdom modifier decreases by -3. You gain an extra attack when Steamed! The effect only lasts for a minute, and then disappears. You can only use this ability once per long rest.
Fear the Chef
At the 18th Level, you can let out a scorching insult to all enemies within 60 ft of you. They must roll a Wisdom DC equal to 10 + your Intelligence modifier + your Wisdom modifier or be frightened for three minutes. You may only use this once per short rest. Anything with a Wisdom Score below 14 automatically fails.
At the 20th Level, you have fully mastered the Culinary Arts. Choose another Taste Archetype and gain its 3rd and 6th Level abilities. These are now included in your Signature Dish.
When deciding on a Taste Archetype, think about what kind of food your cuisiner prepares. Do they prefer the fiery heat of spicy food or the sweetness of desserts? Were they forged by the bitterness of war or savor the best life has to offer? These are all important things to consider when choosing a Taste Archetype.
Art of Sweetness
The ability to make desserts and master sugar is hard. However, the Art of Sweetness is a master of creating spirit and vigor within the resolve of anyone whose tongue happens to grace the divine texture.
At the 3rd Level, when you or a friendly ally consumes your Signature Dish, they heal for 1d10 + your Intelligence modifier. This ability increases by + 1d10 at the 6th, 11th, and 15th level.
At the 6th Level, when you or a friendly ally consumes your Signature Dish, they are cured of any status effect. In addition, you now make a guaranteed additional Signature Dish along with your others.
At the 11th Level, when an ally consumes your Signature Dish, they gain an additional action. They must wait for a long or short rest for this ability to recover.
At the 15th Level, your Signature Dish now gives your allies resistance to all forms of damage. The cuisiner may only make this special batch once per week.
Art of Spiciness
Only the fiercest of chefs pursue the path of Spiciness, and from the scars on their fingers and tongues, it is clear that Spiciness also pursue them too.
Fling of Fire
At the 3rd Level, your food now beams with Spiciness. You may use your action to fling your Signature Dish at an opponent (10/30). Your proficiency modifier when making attacks with your Signature Dish is equal to your proficiency bonus + your Intelligence modifier. The opponent must do a dexterity saving throw to avoid your attack. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier. The range of your Signature Dish can be increased by anything that can launch it. If the attack is successful, the opponent is blinded.
Tamer of Fire
At the 6th Level, you now have resistance against fire-based attacks and have advantage against any Saving Throws involving fire. In addition, when you or your allies consume your Signature Dish, they may take the Dash action as a bonus action for a minute.
At the 11th Level, you now deals 5d6 fire damage when you fling your Signature Dish at an opponent. This increases to 6d6 at the 16th Level and 7d6 at the 20th Level.
At the 15th Level, you are a true master of fire. If you or an ally consume your Signature Dish, it is equivalent to a Potion of Fire Breath, which enables the consumer to breathe fire six times instead of three. A Cuisinier may only make this special batch once per week. You also may now add your Intelligence modifier to your Serpentine Fire ability.
Art of the Bitter
The ways of war are harsh, not only on the body and soul. Your food may have taken an unfavorable turn for the worse, but it doesn't mean you're not still going to show the world your talents. You just have a... more unique way of getting around things.
Master of Combat
At the 3rd Level, you gain proficiencies with medium Armors. In addition, whenever you or your allies Damage roll is a 1 or 2, they may choose to consume your Signature Dish to reroll that roll. You may only use this once per roll.
At the 6th Level, you gain advantage on rolls against being frightened. In addition, you or an ally may consume your Signature Dish to add their Intelligence modifier to your next damage roll. If the Intelligence modifier is negative, then it is treated as a zero.
Chef at Arms
At the 11th Level, the stats to your frying pan, cleaver, and lid get a buff as indicated. You are now proficient with Dual Wielding.
Frying Pan: It now takes a 19 or 20 to stun the opponent.
Lid: Your lid is now a +2 Shield.
Cleaver: You now do 2d4 Slashing Damage to any target that bleeds.
Mixing Spoon: You may now fling your Signature Dish as a bonus action.
Steak Knife: Your knife now add +3 to the Attack Roll and deals an extra 1d6 on a critital strike.
At the 15th Level, you can now create the embodiment of courage in your food. If you or an ally consumes your Signature Dish, it is equivalent to consuming a Potion of Heroism. A Cuisinier may only make one of these batches per week.
Art of the Umami
It is not the end result that matters. It's the journey that counts, and that includes your food too. Practicing the Art of Umami allows you and your party to truly appreciate the taste and cultural experience you present. Now relax and enjoy some Umami soup; it'll be worthwhile.
The Soup is a Lie
Starting at the 3rd Level, you gain proficiency with the Herbalism Kit. In addition, you have an uncanny knack at finding herbs and spices in the most unexpected of places. You also have proficiency with the Survival skill (+2 to the stat if you already had it). Your Signature Dish does not lose the ability of healing as expressed in the Signature Dish ability until Level 6.
At the 6th Level, you have become a master at using spices. You now gain the following abilities depending on what ingredient you use in your Signature Dish (you may only use one spice). These effects last for 1 minute, and then wear off.
Salt: "All of these delicious flavors, and you chose to be salty..."
You now have advantage on all Strength Checks, Saving Throws, and attack rolls, but you have the disadvantage on all Intelligence Checks.
Thyme: "So many spices, so little thyme..." (STOP PLEASE)
You have advantage on all Dexterity Checks, Saving Throws, and attack rolls, but you have the disadvantage on all Wisdom Checks.
Pepper: "The private who got peppered sprayed is now a seasoned veteran..."
You have advantage on all Wisdom Checks, Saving Throws, and gain the feature Otherworldly Perception, but have the disadvantage on all Strength Checks.
Bay Leaf: "I hate it when Bay Leaves..."
You have advantage on all Intelligence Checks, Saving Throws, and gain the ability to recall anything that occurred within the past hour, but you have the disadvantage with all Charisma Checks.
Cumin: "I'm cumin in there!"
You have advantage with all Charisma Checks, Saving Throws, and gain the feature Fiendish Blessing, but lose 1/3 of your maximum Hit Points.
Mint: "No wait, that wasn't mint for you!"
Gain 11(2d10) temporary hit points and advantage with all Constitution Checks, but you have disadvantage with all Dexterity Checks.
Stompin' at the Savory
At the 11th Level, Spice Racked's duration is increased to five minutes. In addition, when you fail to throw your Signature Dish at an ally using the Spoon, you may reroll (max 1 time).
At the 15th Level, you may add an additional spice to your Signature Dish and gain its benefits. Gain one skill proficiency in any stat of your choosing.
Art of the Sour
Years of jealousy and watching the success of others has made you a sour Cuisinier. Mastering the Art of Sour lets you get back at your enemies. Or allies, whatever tickles your fancy.
At the 3rd Level, your Signature Dish makes even the strongest of creature wince. You may use your action to fling your Signature Dish at an opponent (10/30). The range of your Signature Dish can be increased by anything that can launch it. If the attack is successful, the creature affected by your Signature Dish must make a Con Save DC equal to 8 + your proficiency bonus + your Intelligence modifier or be poisoned for a minute. Allies affected roll with advantage.
At the 6th Level, you have mastered the art of throwing your Signature Dish at a distance. The base range of your Signature Dish throw is now 30/120.
At the 11th Level, your Signature Dish now poisons creatures in a 10 foot radius. However, regardless if they get poisoned or not, all allies affected have resistance to non-magical or non-silvered slashing, bludgeoning, and piercing weapons for one minute.
At the 15th Level, you have mastered the power of sourness. Your Signature Dish now can stun any tiny or small creature that eats it for a minute. Medium and larger creatures must succeed a Constitution Saving Throw or be stunned as well. All allies (or creatures too powerful or important) have advantage on this Saving Throw. You may only make this special batch once per week.
Art of the Decadent
At 3rd Level, when you or a friendly ally consumes your Signature Dish, they heal for 1d8 + your Intelligence Modifier and removes one negative status effect. This ability increases by 1d8 at 6th, 11th, and 15th level. It also removes one additional negative status effect at 8th level and all negative effects at 14th level.
At 6th level, you can use your action to fling your Signature Dish at an opponent.(10/30) The range of your Signature Dish can be Increased by anything that can launch it. If the attack is successful, the creature affected must make a Con Save DC equal to 8 + your proficiency bonus + your Intelligence modifier or its vision is blurred. It has disadvantage on all actions, checks, and saving throws. Also any attack against it is made with advantage. This effect last for 1 minute.
At 11th level, your tasty food as expanded your mind and you can now cast the following spell. Cantrip - Create Bonfire Cantrip - Minor Illusion 4th Level - Phantasmal Killer - Once per short rest Spell DC is 8 + your proficiency bonus + your Intelligence Modifier
At 15th level, you gain the ability to cast the spell Weird once per long Rest. Spell DC is 8 + your proficiency bonus + your Intelligence Modifier
Prerequisites. To qualify for multiclassing into the Cuisiner class, you must meet these prerequisites: Intelligence 13 and Wisdom 13
Proficiencies. When you multiclass into the Cuisiner class, you gain the following proficiencies: Club, Dagger, Handaxe, Net, Trident, Brewer's Supplies, Cook's Utensils