Gourmet Hunter (5e Class)
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The Gourmet Hunter
Creating a Gourmet Hunter
- Quick Build
You can make a Gourmet Hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler background.
As a Gourmet Hunter you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple weapons and knocking guns.
Tools: Brewer's supplies
Saving Throws: Strength and Constitution
Skills: Survival and choose 2 from Athletics, Acrobatics, Animal Handling, Insight, Medicine, Perception, Sleight of Hand, Stealth, Intimidation, and Investigation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any two simple weapons or (b) Measuring Tongs or (c) Knocking Gun and 10 sets of ammunition.
- (a) leather armor or (b) Training Gi or (c) Common Cloths
- (a) A dungeoneer's pack or (b) An explorer's pack
- Cook's Utensils
- If you are using starting wealth, you have 5d4 in funds.
|Features||Martial Arts||Appetite Energy||Techniques|
|1st||+2||Martial Arts, Unarmored Defense||1d4||-||-|
|2nd||+2||Gourmet Cells, Stock Up, Itadakimasu||1d4||20||2+Wisdom Modifier|
|3rd||+2||Superhuman Strength, Superhuman Senses||1d4||30||2+Wisdom Modifier|
|4th||+2||Ability Score Improvement||1d4||40||3+Wisdom Modifier|
|5th||+3||Extra Attack||1d6||50||3+Wisdom Modifier|
|6th||+3||Superhuman Physique||1d6||60||4+Wisdom Modifier|
|7th||+3||Evasion, Stock Up improvement||1d6||70||4+Wisdom Modifier|
|8th||+3||Ability Score Improvement||1d6||80||5+Wisdom Modifier|
|12th||+4||Ability Score Improvement||1d8||120||7+Wisdom Modifier|
|13th||+5||Food Appreciation, Stock Up improvement||1d8||130||7+Wisdom Modifier|
|14th||+5||Secret Ingredient||1d8||140||8+Wisdom Modifier|
|15th||+5||Food Honor, Food Appreciation Choice||1d8||150||8+Wisdom Modifier|
|16th||+5||Ability Score Improvement||1d8||160||9+Wisdom Modifier|
|17th||+6||Food Appreciation Choice, Stock Up improvement||1d10||170||9+Wisdom Modifier|
|18th||+6||Food Immersion||1d10||180||10+Wisdom Modifier|
|19th||+6||Ability Score Improvement||1d10||190||10+Wisdom Modifier|
|20th||+6||Heavenly Monarch||1d10||200||12+Wisdom Modifier|
Martial Arts At 1st level, you are trained in hand-to-hand combat.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple weapons you are proficient with. Your unarmed attacks and simple weapons deal 1d4 damage, this damage increases to 1d6 at 5th, 1d8 11th, and 1d10 at 17th levels.
At 1st level, While not wearing armor or wielding a shield, your AC equals 10 + your Strength modifier + your Proficiency bonus.
Beginning at 2nd level, You have been injected with gourmet cells which granted you extreme regenerative and strength-enhancing capabilities alongside rapid evolutionary growth. Your Gourmet cells require the consumption of copious amounts of calories to continue your gradual evolution and will grant you a resource called Appetite Energy which will be used by your other class features and techniques. Appetite Energy is pure cellular energy emitted from Gourmet Cells to the outside of the body, you initially have a cap of 10 Appetite Energy and your maximum amount will crease as you progress in levels as a Gourmet Hunter. To replenish your Appetite Energy you can eat food (Detailed in later class features) or take a long rest. Upon the completion of a long rest, you will recover half of your maximum Appetite Energy provided you have eaten that day. You also gain access to the Gourmet Technique List. You gain a number of techniques as displays on the Gourmet Hunter Table which will be detailed at the end of the class. All techniques in Gourmet Hunter that use Appetite Energy will share the same Save DC.
Save DC = 8 + your proficiency bonus + your Dexterity modifier
Attack modifier = your proficiency bonus + your Dexterity modifier
A good cook wastes not and wants not. Your ingredients come not only from the pantry but also from the creatures you encounter on your adventures. Starting at 2nd level As a Gourmet Hunter, you gain proficiency in Cook's Utensils, and you now build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice fuel your other abilities, detailed later in this class. By default, your ingredient die will be d4s unless otherwise specified. Additionally, when you finish a long rest if the environment is sufficient for hunting and gathering, you gain a number of ingredient die equal to your proficiency bonus. At 7th level, these ingredient dice turn into d6s. At 13th level, they turn into d8s, and at 17th level, they turn into d10s. Finally, at 13th level, you gain expertise in Cook's Utensils.
So long as you have your cook’s utensils, a dagger, or a weapon that deals slashing damage, you can begin the process of harvesting additional ingredient dice from the remains of creatures within 5 feet of you, so long as they died within the last 24 hours and are one of the following types of creature: aberrations, beasts, dragons, elementals, fiends, fey, giants, humanoids, monstrosities, oozes, or plants. The process takes 1 minute per creature.
For each creature you successfully harvest, you gain an ingredient die equal to the size of its size. For example, if you harvest a Tiny creature, you gain 1d4 as an ingredient die. If the creature is Small, you gain d6, and so on up to a maximum of a d12. Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey. The maximum number of ingredient dice you can store is equal to your Gourmet Hunter level. If you exceed your Stock maximum when you gain a new ingredient die, you must choose ingredient dice to discard until you no longer exceed it.
Alternatively, if a campaign will lack ease of access to resources to harvest, consider allowing alternative methods to gather ingredients. Fresh stock being purchasable in a town for example.
Your culinary skills are crucial to extending the stamina of your companions and sating your own hunger. Luckily, you have learned to cook almost anywhere. Beginning at 2nd level, As long as you have access to your cook's utensils at the end of a long rest or during downtime, you can expend a number of ingredient dice equal to your proficiency bonus in your Stock to create snacks for your allies or cook a meal for them. Performing this action during downtime or a long rest will make you unable to replenish your ingredient die using your Stock Up feature.
You may expend up to your maximum available stock die to create a meal, in which you may serve allies (including yourself) to gain a pool of temporary HP equal to the total number rolled on the expended Ingredient dice plus your Wisdom modifier to distribute across your allies. Alternatively, the Gourmet hunter may use any Temporary HP gained in this manner to be converted to Appetite Energy for you at a rate of 2 Temporary HP for 1 Appetite Energy and you cannot exceed your maximum amount.
Alternatively, you can create snacks for yourself or distribute them among your allies. You can expend up to a number of ingredient dice equal to your proficiency modifier to create an number of snacks that can be consumed. As an action in combat, any allies with a snack can consume one of them to gain temporary HP equal to the number rolled on your ingredient dice expended. Alternatively, your ally can choose to instead gain an inspiration die equal to the size of the ingredient die instead. When a Gourmet Hunter consumes a snack, however, they instead gain 10 + Their Wisdom Modifier Appetite Energy.
Finally, whenever you make a check using your Cook's Utensils, you may expend up to a maximum of two of your stock to add half the result of the dice to your roll.
Your strength grows ceaselessly due to constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your strength score no longer has a maximum, and you count as a large size when determining your carrying capacity and the weight you can push, drag, or lift. Starting at 10th level, you instead count as a huge creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift.
At 3rd level, your gourmet cells have caused your sense of taste to evolve to extreme levels allowing you to gain advantage on Perception and Investigation checks involving food, discerning even the most minutiae details about its ingredients and contents. Additionally, you may choose one other sense from Sight, Smell, Touch, or Hearing which will grant additional techniques depending on your choice.
You gain advantage on all perception checks involving sight and gain 60ft of darkvision, if you already had darkvision, gain an additional 30ft and learn the Sharpen Eyesight technique which will not count against your techniques known.
At 8th level, you will gain 30ft of blindsight.
At 13th level you will be able to read the electromagnetic auras of living beings allowing you to observe and predict their behaviors. Whenever an attack would hit you, you can force the attacker to roll at disadvantage. You may only use this feature a number of times equal to half your proficiency bonus(Rounded down) per long rest.
You gain advantage on all perception checks involving smell and you gain advantage on survival checks involving tracking or hunting down creatures and you learn the Scent Recall technique which will not count against your techniques known.
At 8th level your sense of smell has further evolved to be able to detect unique fluids inside of creatures, allowing even the detection of pheromones released by creatures and granting 10ft of blindsight although your attacks will continue to remain at disadvantage if you cannot see the creature.
At 13th level, your sense of smell has reached its apex allowing for you to track multiple creatures that have passed through a location regardless of how faint the smell or how much time has passed. As a bonus action, you may make a smell biased perception check on a creature to learn any two of their characteristics including Total class levels, ability scores, AC and any features they may possess, though you may only use this feature a number of times equal to your half proficiency bonus (Rounded down) per long rest.
You gain advantage on all perception checks involving touch and you gain access to the Hair Feeler Technique which will not count against your known technique and your feelers will have 1HP whenever deployed.
At 8th level, you grow golden strands of hair, allowing for your hair feelers to be used in battle. Your golden feelers will have HP equal to five times your Gourmet Hunter level and are considered vulnerable to both fire and slashing damage. If your feelers are reduced to 0hp, they will cost 50 Appetite Energy to redeploy. If your feelers receive fire or slashing damage they will cause you to make a constitution saving throw against your own technique DC. On a failure, succumb to the pain and are Incapacitated for one round.
At 13th level, your gold hair has strengthened themselves to no longer force you to make a constitution saving throw when they take slashing or fire damage, and if you deal the killing blow on a creature you may use your feelers to consume them. As a full turn action, you may consume a creature that is medium or smaller, leaving behind any items it may have had and granting you Appetite Energy equal to the size of the creature devoured. Any creature bigger than medium will take 1 additional round to consume up to a maximum of huge size, during which you are considered concentrating and your hair feelers cannot be used. Any creature of small size however will only cost an action to consume, and any creature of tiny size will instead take a bonus action. You may only use this feature a number of times equal to your Constitution modifier per long rest. Finally, upon reaching 17th level, your hair feelers no longer have vulnerability to slashing and fire damage.
You gain advantage on all perception checks involving hearing and learn the Voice Press Technique which will not count against your known techniques.
At 8th level, you gain 30ft of tremor sense as your hearing has improved to the point of sensing vibrations.
At 13th level, your hearing has evolved to the point of being able to hear the most subtle of sounds from even tens of kilometers away, You can no longer be surprised, you are immune to the deafened condition, and attacks against you cannot gain advantage.
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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Due to your adventurous diet, your gourmet cells have made you remarkably robust. Starting at 6th level You become immune to poison and disease from ingested sources. Additionally, all damage you take is reduced by 1, this damage reduction is increased by 1 at 9th, 13, 17th, and 19th levels respectively. At 13th level, your immunity to disease from ingested sources will become immunity from all sources and you gain advantage against the poisoned condition.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at 9th level, Snacks created by your Itadakimasu feature can be consumed as a bonus action instead of an action, and you now add your wisdom modifier to the temporary HP given to allies. When consuming a snack using your Itadakimasu feature, you may now consume a number of snacks at once up to your Wisdom Modifier (Minimum of 1). However, if three or more snacks are consumed at once, it will count as an action rather than a bonus action. Additionally, you may now use your Itadakimasu feature to create snacks during a short rest.
Beginning at 10th level, if a gourmet hunter has no Appetite Energy you may undergo Autophagy as a bonus action on your turn. During Autophagy you gain two ranks of exhaustion at the end of each round you are in this state and for the duration, any known techniques will not cost Appetite Energy, you gain the negative effects of exhaustion, and you gain temporary HP equal to your level at the start of each round. Exhaustion gained during Autophagy cannot be reduced or negated by any means other than long rests. If a Gourmet Hunter gains six levels of exhaustion they are immediately knocked unconscious and rather than immediately dying, they instead make one death save, on a success, they survive with 1 HP, on a failure they die. The Gourmet Hunter may end Autophagy as a free action on their turn before any action is taken or as a reaction. This feature can only be used once per long rest.
Beginning at 13th level, your gratitude and careful etiquette for food and ingredients have allowed you to gain more from their consumption than ever before. You choose one of the following benefits. You can choose another benefit at 15th level, and another at 17th level, however, you cannot gain the same benefit twice.
Beginning at 14th level, after you've completed a long rest, you gain one secret ingredient die separate from your normal stock. This secret ingredient can be used like any normal ingredient die but you must roll a d6 to determine the size of the die.
Beginning at 15th level, you have undergone specific training in order to master the art of Food Honor, you have learned Food Meditation and the proper posture (bowing) to do so. You gain the following benefits and access to food Meditation.
Beginning at 18th level, you have learned the secret technique of Food Honor achieved only when a Gourmet Hunter respects and appreciates the food they have eaten even after it enters their body and becomes part of their flesh and blood. Your body now performs at peak performance and at the cost of 10 Appetite Energy per day, you may stave off the effects of hunger or thrust for the whole day. At the cost of 100 Appetite Energy, you may utilize the Food Immersion technique, growing your hair exponentially outward, almost reaching the ground, and allowing it to glow with exuberance as it irradiates an aura. While transformed you gain the following effects:
You may only use this transformation once per seven days. This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are knocked unconscious.
Beginning at 20th level, Choose two ability scores between Strength, Dexterity, Constitution, or Wisdom and increase them by +4. If the chosen score(s) was not Strength, also increase the ability score maximum to 24.
Beyond Level 20
If you wish to further increase your power as a Gourmet Hunter to experience the most the world has to offer, consider the Gourmet God class(placeholder).
Proficiencies. When you multiclass into the Gourmet Hunter class, you gain the following proficiencies: Survival.