Cuoco of the Battle (5e Class)

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“Food for all”[edit]

“While slashes, arrows and fireballs fly. You can smell the scent of meat that prevails with that of blood and burning, everyone stops to smell the aroma, to then find a being sitting, holding a pan, while cooking a steak, all united in a circle around him I wait hypnotized for the end of the preparation... and WALA! A ready meal that recovers the companions, but does not make the enemies feel so good..."

The Battle Chef[edit]

Since the dawn of time the cook is a very important but extremely underrated figure, not this time. A support class, to be precise, a healer, who prepares quick and/or complex meals, to heal/support companions and create poisoned meals for enemies. These dishes can be created by using elements of any type, starting from animal meat, mushrooms, aromatic herbs, etc.... Of course, it is not thought that a cook is useful in battle, but your presence and the smell, of the liquorices you carry with you, will make everything easier and tastier, your urine is not important, you just need to know how to cook well.

Battle Chef Creation[edit]

To create a Battle Chef you have to think of someone who loves food more than anything else in the world, the rest is not important. You can be a simple cook who has decided to travel and discover the world, or an assassin who loves to kill with food, in itself you can have fun imagining any event. The possible backgrounds are varied, such as the obvious cook, the hermit, foreigner, sailor, etc ... For the style of play it is recommended to stay on the back lines, try to never stand in front of the enemy and above all use your imagination to defend yourself, also because, for 3/4 of the time you are cooking.

Quick build

You can make a Battle Chef quickly by following these tips. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Popular Hero background. Third, choose between 2 daggers and 1 crossbow/shortbow or 2 simple weapons of your choice.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor: light, medium
Weapons: simple
Tools: kitchen, herbalist's bag
Saving Throws: wisdom, charisma
Skills: You can choose 3 from: Animal Training, Entertainment, Nature, Medicine, Persuasion, Intimidation, Survival

Equipment

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

  • (a) 2 knives or or (b) 2 simple weapons
  • (a) short bow and 20 arrows or or (b) any simple ranged weapon
  • (a) adventurer's equipment or or (b) priest's equipment

Table: The

Level Proficiency
Bonus
Features
1st +2 Street cook, inexperienced cook
2nd +2 Charme of coocking
3rd +2 Cooking school
4th +2 Ability Score Improvement, 1st Michelin star
5th +3 Extra attack
6th +3 Street cook,Charme of coocking
7th +3 2st Michelin star
8th +3 Ability Score Improvement, Extra attack,Cooking school
9th +4
10th +4 Charme of coocking
11th +4 3st Michelin star
12th +4 Ability Score Improvement, Extra attack
13th +5 Cooking school
14th +5
15th +5 4st Michelin star
16th +5 Ability Score Improvement, Extra attack,Charme of coocking
17th +6
18th +6 Cooking school
19th +6 Ability Score Improvement
20th +6 Master chef

Class Feature[edit]

The class includes a basic set of pots and pans, or whatever cooking utensils you prefer. Compare this to an "arcane focus" (e.g. a wizard or sorcerer), without it or any cooking utensils (even just passing off a table as a cutting board), you won't be able to use your skills.

Cookbook[edit]

Like any chef, you'll have your own "Cookbook", where you can write down recipes with any ingredients you choose.

Attentive student[edit]

You'll have an advantage on Perception rolls, to recognize weak spots and possible cooking methods, along with details on what can be eaten against the creatures. You'll also have an advantage on Survival rolls to handle them; below is a list of the various ingredients.

“Ingredients”[edit]

Mushrooms
TYPE INGREDEINTS DETAILS RESEARCH-Roll d10 QUANTITY COLLECTED
Finferlo frost resistance 1 Roll 1d4
Prataioli + 2 temporary life 2 Roll 1d6
Chiodini resistance to piercing damage 3 Roll 1d10
Pioppini + 2 temporary life 4 Roll 1d10
Ovoli fire resistance 5 Roll 1d12
Geloni frost resistance 6 Roll 1d10
Pugnoli blunt force injuries resistance 7 Roll 1d10
Porcino resistance to magical damage 8 Roll 1d6
Coprino poison resistance 9 Roll 1d4
Trombbetta dei morti resistance to necrotic damage 10 Roll 1d4
Vegetables
TYPE INGREDEINTS DETAILS RESEARCH-Roll d10 QUANTITY COLLECTED
Garlic advantage on Dexterity roll, disadvantage on charisma roll (Effective against vampires) 1 Roll 1d4
Asparagus advantage on Constitution roll 2 Roll 1d6
Barbabietola advantage on Intuition rolls 3 Roll 1d6
Carrot advantage on perception rolls 4 Roll 1d8
Legumes Increased carry weight 5 Roll 1d12
Spinach advantage on force rolls 6 Roll 1d6
Cauliflower Arcane roll advantages 7 Roll 1d4
Onion advantage on intelligence checks, disadvantage on charisma roll 8 Roll 1d6
Potato '+ 5 temporary life 9 Roll 1d8
Tomato advantage in wisdom roll 10 Roll 1d10


Meat
TYPE INGREDEINTS DETAILS PORTIONS AVAILABLE
Mouse + 1 recovery/temporary life 1
Squirrel + 2 recovery/temporary life 1
Chicken + 3 recovery/temporary life Roll 1d4
Birds + 3 recovery/temporary life Rol1d2- if larger than 1m roll 1d4
Pig-Sheep + 4 recovery/temporary life Roll 1d4 +2
Bovine + 5 recovery/temporary life Roll 1d6 + 3
Deer-Equines + 6 recovery/temporary life Roll 1d4 +2
Monstrous Creatures Size: Small +3 recovery/temporary life; Medium + 6 recovery/temporary life; Large + 9 recovery/temporary life Size: Small roll 1d4; Medium roll 1d8; Large roll 1d12
Humanoids(You will be able to cook only if you have chosen the Primitiva school) Size: Small +3 recovery/temporary life; Medium + 6 recovery/temporary life; Large 1d6+ 9 recovery/temporary life Size: Small roll 1d4; Medium roll 1d8; Large roll 1d12
Demons (Only if you have chosen the Magiculinaria school,causes poison and disease, 1d4 if untreated and disease) Size: Small +3 recovery/temporary life; Medium + 6 recovery/temporary life; Large 1d6+ 9 recovery/temporary life Size: Small roll 1d4; Medium roll 1d8; Large roll 1d12
Marine beings Size: Small +3 temporary life; Medium + 6 temporary life; Large 1d6+ 9 temporary life Size: Small roll 1d4; Medium roll 1d8; Large roll 1d12

Each “Food” outside of this list will be decided by rolling a 1d20. If it comes out lower than 10, the food cannot be assimilated. On the contrary, if the numbers come out higher than or equal to 10, the rest will be decided exclusively by the DM. However, if the number comes out positive (higher than or equal to 10), the food will not be subject to any debuffs.

“ Class enable”[edit]

Duration of dishes[edit]

As you will notice below, certain foods and skills give certain bonuses to companions, each dish is divided into:

Quick meals: bonus action, maximum 2 ingredients, the effects last for 2 hours, duration eat 1 bonus action. Normal meals: 1 action, maximum 3 ingredients, the effects last for 4 hours, duration eat 1 action. Elaborate meals: 1 action + bonus, without limit of ingredients, the effects last for 6 hours, duration eat 1 action.

Street cook[edit]

From the 1st level you can cook wherever and whenever you want, all you need is a work surface and at least one kitchen tool. You cannot move during the preparation action that lasts one turn, from the 6th level you can move during preparation.

Charme of cooking[edit]

At level 2 you will start cooking so good. During the turns of cooking you can use an action to no longer be enchanted. Anyone within 3 m of the player must roll wisdom to not be enchanted for 3 turns, for companions it will always be 1 turn. At level 6 th level the area expands to 4.5 m and 5 turns, at 10 th it becomes 6m and 6 turns and at 16 th the enchanted enemies if they fail the wisdom roll are disarmed.

CD: 8+ proficiency bonus + Charisma

Cooking school[edit]

At the 3° level, you will be able to choose your own cooking school, making the food tastier, upon arrival of the 8°-13° and 18° level, you will be able to develop, becoming an expert in the field.

Michelin star[edit]

At 3° level you get the 1° Michelin star, this will enhance your food as you receive it. The 1° allows you to give 1d4 to companions on any roll they make (valid only for a dice roll), at 6° level with the 2nd star you give 1d6 to companions and remove the effects of poison, at 10° level you receive the 3rd you give 2d6, with the 15° level you receive the 4° star in addition to 2d8 and those who feed on the food you created become immune to necrotic damage, at 20° level you become the "Master Chef", the damage becomes 2d10.

Extra attack[edit]

at 4th-8th-12th and 16th you receive the extra attack, with the cook it doesn't only mean that you can hit more times, but also prepare more stuff, in fact you can also pre-calibrate the dishes.

Cooking Schools[edit]

Depending on the school chosen, you can decide the style of play, you can choose between the schools: The Grill, Vegan, Primitive and Magicucina.

Grill School[edit]

“I call you the wizard of the grill and the big flames…”.

The school of the grill allows for a playstyle focused on damage and health recovery, skills or upgrades will be based on meat and fire damage.

Grill Expert[edit]

If you choose this school, each food you create on the grid will grant 1d6 bonus healing, an advantage on Strength checks.

Fireproof leather[edit]

Fire does not scare you, from now on you will have resistance to fire damage, upon reaching level 8, this trait is shared with companions within 1m of the chef and at level 13, it extends further 3m from the chef.

Burning embers[edit]

as a bonus action, at level 3, at the end of the “cooking” action you can throw the burning ember in front of you, anyone within 10 feet of you in a cone, in front of you (or any direction you prefer) will have to make a constitution roll to avoid taking the full 2d6 fire damage, after this action in the cone from the chosen direction for 2 turns anyone who steps on it will take 2d4 fire damage. At level 8 the damage will go 3d8, the turns will go to 4 and the damage zone will go to 2d6, at level 13 the damage will go a 3d10, the turns will go to 6, the damage zone will go to 2d8 and the zone becomes a circle 5m in diameter. At level 18 the damage will go 3d12, the turns will go to 8 and the damage zone will go 2d12.

Burning iron[edit]

The embers burn ever stronger, from level 8 your companions will be able to infuse 1d6 fire damage to their weapons, upon reaching level 13 the damage will become 1d10 fire damag and at level 18 the damage will go 1d12.

High combustion[edit]

At level 13 you can raise the temperature of the grill to the point of creating a 2m long cylindrical flame that deals 3d12 fire damage.

King of Grill[edit]

Heat the grill to maximum, the heat and smell of grilled food invigorates your companions who receive 1d8 health die recovered/temporary, your weapons and spells take 1d12 fire damage and gain fire resistance.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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