Gourmet Hunter (5e Class)

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Gourmet Hunter[edit]

The Gourmet Hunter[edit]

Creating a Gourmet Hunter[edit]

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The Four Heavenly Kings. Sunny, Toriko, Zebra, and Coco. (In order from left to right)


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.

Class Features

As a Gourmet Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gourmet Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gourmet Hunter level after 1st

Proficiencies

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.

Equipment

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.

Table: The Gourmet Hunter

Level Proficiency
Bonus
Features Martial Arts Appetite Energy Techniques
1st +2 Martial Arts, Unarmored Defense, All Terrain Hunter 1d6 - -
2nd +2 Gourmet Cells, Stock Up, Itadakimasu, Refined Palate (Optional) 1d6 20 3+Wisdom Modifier
3rd +2 Superhuman Strength, Superhuman Senses, Superhuman Dexterity (Optional) 1d6 30 3+Wisdom Modifier
4th +2 Ability Score Improvement 1d6 40 4+Wisdom Modifier
5th +3 Extra Attack, Superhuman Physique 1d8 50 4+Wisdom Modifier
6th +3 Apex Predater Stock Up improvement 1d8 60 5+Wisdom Modifier
7th +3 Evasion 1d8 70 5+Wisdom Modifier
8th +3 Ability Score Improvement 1d8 80 6+Wisdom Modifier
9th +4 Gusto 1d8 90 6+Wisdom Modifier
10th +4 Autophagy, Cellular Evolution (Optional) 1d8 100 7+Wisdom Modifier
11th +4 Superhuman Sense Improvement 1d10 110 7+Wisdom Modifier
12th +4 Ability Score Improvement 1d10 120 8+Wisdom Modifier
13th +5 Food Appreciation, Stock Up improvement 1d10 130 8+Wisdom Modifier
14th +5 Food Meditation 1d10 140 9+Wisdom Modifier
15th +5 Food Honor 1d10 150 9+Wisdom Modifier
16th +5 Ability Score Improvement 1d10 160 10+Wisdom Modifier
17th +6 Superhuman Sense Improvement, Stock Up improvement 1d12 170 10+Wisdom Modifier
18th +6 Food Immersion 1d12 180 11+Wisdom Modifier
19th +6 Ability Score Improvement 1d12 190 12+Wisdom Modifier
20th +6 Heavenly Monarch 1d12 200 13+Wisdom Modifier

Martial Arts[edit]

Martial Arts At 1st level, you are trained in hand-to-hand combat either through being self-taught, mimicking the creatures you lived around, or being mentored. You gain the following benefits while you are unarmed or wielding only simple Weapons:

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and simple weapons.

• You can roll 1d6 in place of the normal damage of your Unarmed Strike or simple weapon. This die improves as you gain Gourmet Hunter levels, as shown in the Martial Arts column of the Gourmet Hunter table.

• Whenever you use the attack action with an unarmed strike or a simple weapon on your turn, you can make an additional attack action as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action or take an additional attack with the quarterstaff, assuming you haven't already taken a bonus action this turn.

Unarmored Defense[edit]

At 1st level, While not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Proficiency bonus.

All Terrain Hunter[edit]

At 1st level, you have slowly become acclimated to being able to thrive and navigate in any environment nature may throw at you. Gain a climbing speed and a swimming speed equal to your movement speed. Additionally, when navigating the wilderness, gain the following benefits:

  • Difficult terrain doesn’t slow your party's travel.
  • Your party can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Gourmet Cells[edit]

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 consuming copious amounts of calories to continue your gradual evolution. They will grant you a resource called Appetite Energy which your other class features and techniques will use.

Appetite Energy is pure cellular energy emitted from Gourmet Cells to the outside of the body, you initially have a cap of 20 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. After 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 displayed 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. You may replace your techniques every time you gain a level or during a long rest.

Save DC = 8 + your proficiency bonus + your Dexterity modifier

Attack modifier = your proficiency bonus + your Dexterity modifier

Stock Up[edit]

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 can be expended during short, long rests and downtime to benefit your party.

By default, you can hold a number of ingredients die equal to double your proficiency bonus. Ingredient die can be obtained during long rests, purchasing food, or harvesting from creatures you've slain. During long rests, so long as the area you are resting in is sufficient for hunting or gathering, the Gourmet Hunter can refill half of their stock. The ingredient die obtained in this manner will start as d4s and improve as you gain levels in this class. At 6th level, these ingredient dice turn into d6s. At 13th level, they turn into d8s; at 17th level, they turn into d10s. Depending on the size of the ingredient die, it may also function as a day's worth of ration or more. This is further detailed in the ration table below this feature.

So long as you have your cook’s utensils, a weapon that deals slashing damage, or any other makeshift tools, you can begin the process of harvesting additional ingredient dice from the remains of creatures so long as they died within the last 24 hours and are not a construct or undead. Harvesting will take a certain amount of time depending on the size of the creature and with larger creatures taking longer yet yielding more stock as a result. The harvest table at the end of this feature will explain this in further detail.

For instances in which the party or the Gourmet Hunter may not have enough time to fully harvest from a kill, they may hastily attempt to harvest what they can from the kill in a shorter amount of time, requiring a survival check with a DC dependant on the size of the creature to receive a maximum of half of the total yield from the kill (Rounded down).

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. If you ever exceed your Stock maximum when you gain a new ingredient die, you must choose to discard ingredient die until you no longer exceed it.

Alternatively, if a campaign lacks ease of access to resources to harvest, consider allowing alternative methods to gather ingredients. Fresh stock being purchasable in a town, for example.

Ration table
Creature Size Ration Amount
Tiny 1/4 of a ration
Small 1/2 of a ration
Medium 1 day's ration
Large 3 days of rations
Huge 1 week of rations
Gargantiuan 1 month of rations
Colossal 3 months of rations
Harvest table
Creature Size Ingredient Die Size
Tiny d4
Small d6
Medium d8
Large d10
Huge 3d10
Gargantiuan 10d10
Colossal 30d10
Hasty Harvest table
Creature Size Survival DC
Tiny N/A
Small DC 12
Medium DC 15
Large DC 17
Huge DC 20
Gargantiuan DC 25
Colossal DC 30

Itadakimasu[edit]

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 short rest, long rest, or during downtime, you can expend a number of ingredient dice 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.

When you expend your ingredient die to make a meal, you may expend up to your maximum stock to allow all allies (including yourself) to gain temporary hit points from a pool of temporary HP equal to the total of all expended Ingredient die plus your Wisdom modifier. You distribute the Temporary Hit points evenly or in any amount that you wish. 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 1 Temporary HP for 5 Appetite Energy. You cannot exceed your maximum amount of Appetite Energy, and you cannot gain more than half of your maximum amount of appetite energy from this feature.

Alternatively, you can create snacks for yourself or distribute them among your allies using your Cook's Utensils. However, this can only be done during a long rest or downtime due to the time sink of creating these special snacks. You can expend up to a number of ingredient dice equal to your proficiency bonus to create an equal number of snacks that can be consumed. These last for 1 week before they are no longer edible, and you can only have a maximum amount at any given time equal to your proficiency bonus. As an item interaction or a bonus action in combat, any allies with a snack can consume one of them to recover hit points depending on the size of the ingredient die used for the snack. Beginning at 5th level, the Gourmet Hunter adds half of their proficiency bonus (rounded up) in additional d10s to the healing of snacks.

Alternatively, your ally can choose to instead gain an inspiration die equal to the size of the ingredient die instead when consumed. The inspiration die will last for 1 minute after consumption of the snack. When a Gourmet Hunter consumes a snack, they can also choose to regain Appetite Energy instead and gains the full benefit of consuming the amount of rations the ingredient die would represent.

Finally, whenever you use your Cook's Utensils, you may expend up to half of your proficiency bonus (round down) of your ingredient die to add half the result (rounded down) of the dice to your roll, sacrificing food to perfect your craft.

Snack table
Ingredient Die Size Consumption Benefits
D4 d10+2 Hit Points or 10 Appetite Energy
d6 d10+4 Hit Points or 15 Appetite Energy
D8 d10+6 Hit Points or 25 Appetite Energy
D10 d10+8 Hit Points or 30 Appetite Energy

Refined Palate (Optional)[edit]

As a result of obtaining Gourmet Cells, your appetite has exponentially increased and, as such, requires more quantities of food and a strong demand for higher quality food as well. Beginning at 2nd level, you require double your race's normal amount of rations to be sustained for 1 day. Your Food requirements increase to quadruple at 5th level, 8x as much at 10th level, 16x at 15th level, and 32x as much at 20th level. The amount of water or other liquids needed to sustain your race remains unchanged. Additionally, your ability to stave off hunger has dramatically increased due to your growing demand for food, allowing you to stave off hunger for an additional number of days equal to your Gourmet Hunder level before you will feel the effects of starvation.

To combat your ever-growing appetite, you will require higher-quality food to satisfy your gourmet cell's hunger. This can be addressed by having meals cooked and prepared for the Gourmet Hunter, which reaches a certain level of quality to sate this hunger. This can be measured in the quality of meals received as detailed in the Player's Handbook or using the meal quality chart below this feature. This can also be combated through using Cook's Utensils for the Gourmet Hunter or an equal or more skilled chef to satiate their hunger by meeting certain DCs from using these tools.

Refined Palate table
Food Quality Cook's Usentil DC Consumption Effects
Squalid DC 5 or below Gourmet Hunter requires double their normal required food amount to cleanse themselves of whatever they just ate and suffers the poisoned condition for 24 hours.
Poor DC 9 or Below The consumption of this meal seems to have caused a bit more harm than good to the Gourmet Hunter. Reduce their maximum Appetite Energy by half for the next 24 hours.
Modest DC 13 or below An acceptable meal. No penalties or benefits.
Comfortable DC 17 or higher The reduce the amount of food required daily by the Gourmet Hunter by 1 stage. Ex 8x becomes only quadruple the amount of food, and 16 becomes 8x.
Wealthy DC 20 or higher Taste buds alight, the Gourmet Hunter can already feel themselves growing stronger. Reduce their required daily food amount by two stages and increase their martial arts die by 1 step for the next 24 hours.
Aristocratic DC 25 or higher Truly a feast fit for a king! The Gourmet Hunter only requires double their race's normal daily rations, and their Appetite Energy cost for all techniques is reduced by 5 and further increase their martial arts die by 1 stage for the next 48 hours.
Divine DC 30 This meal prepared should not exist within the mortal realm and can only be described as something otherworldly. The Gourmet Hunter treats this meal as their full race's normal daily rations, and their entire body becomes radiant after having their gourmet cells stimulated in this manner. They gain additional 15 temporary appetite energy that persists until they expend it or finish a long rest and add an additional d4 to all Strength, Dexterity, and Constitution Ability checks for the next 2d8 Hours.
Gourmet God Worthy DC 35 Godly does not describe this taste, this sensation, this is the apex of all dishes, something to make even gods envy. The Gourmet Hunter treats this meal as satisfying their normal daily ration need for the next week. Additionally, They gain an additional +2 to all of their ability scores for the next 2d8 hours after consumption and further increase their martial arts die by 1 additional stage in addition to the previous benefits.

Superhuman Strength[edit]

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 increase your strength score by 2. You will now 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 to determine your carry capacity and the weight you can push, drag, or lift.

Superhuman Dexterity (Optional)[edit]

Your body seemingly grows more dexterous by constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your dexterity score no longer has a maximum, and you increase your dexterit score by 2. You also gain additional movement speed equal to 5 times your proficiency bonus and 1 additional reaction. Starting at 10th level, you instead gain additional movement speed equal to 10 times your proficiency bonus and two additional reactions instead of 1.

Superhuman Senses[edit]

At 3rd level, your gourmet cells have caused your sense of taste to evolve to extreme levels granting you proficiency in perception if you did not already have it. Whenever you taste or ingest food, you will gain advantage on Perception and Investigation checks to discern even the most minute details about its ingredients and contents. Additionally, you may choose another sense from Sight, Smell, Touch, or Hearing, which will grant additional techniques bonuses depending on your choice.

Sight[edit]

Your eyesight has honed to put even eagles to shame. You gain a +5 to your passive perception and passive investigation scores and gain 30ft of darkvision. If you already have darkvision, gain an additional 30ft of darkvision instead. Finally, you learn the Sharpen Eyesight technique, which will not count against your known techniques.

At 11th, level, the gourmet cells within you have further improved your eyes, allowing you to see even the nonvisible spectrum of light and quickening your response times. You are able to see invisible creatures as if you were constantly under the effects of the See Invisibility spell, your darkvision then improves to allow you to see even in total darkness as if it were dim light, you gain one additional reaction every round and a +5 to your initiative rolls.

At 17th level, your eyesight has evolved to be now able to perceive the electromagnetic spectrum. You gain 30ft of EM spectrum vision, which allows you to see in any sight within the spectrum, including the ability to see through walls, magical darkness, magical shapechanging, and advantage on detecting natural shapechanging within range. You gain another additional reaction per round and thrice per long rest; as a reaction, you may observe the movement of a creature to predict its next movement with flawless accuracy. When this feature is used, you may choose from one of the following effects:

  • Impose Disadvantage on an attack targeting you.
  • Gain advantage on any contested or opposed checks involving you and another creature.
  • Impose disadvantage on any saving throw you cause that creature to make.
  • Impose a -5 penalty to a creature's initiative check.
  • Gain advantage on any singular attack roll you make against a creature.
  • Gain a +5 to any Insight check against the creature.
Smell[edit]

Your sense of smell has evolved to allow you to track and hunt like a true predator. You gain 10ft of blindsight, but your attacks will still be at disadvantage if you cannot see the target, gain advantage on perception checks involving scent, and expertise in the survival skill. You can choose to learn either the Scent Recall or Blood Hound technique which will not count against your known techniques.

At 11th 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. Your blindsight improves to 30ft, and you no longer attack at disadvantage even if you cannot see a creature. Additionally, you may now use your sense of smell to gain a bonus to Medicine, Insight, and Animal Handling skill checks equal to half of your Gourmet Hunter level (rounded down) using your nose to grant better insight catching details others could easily miss.

At 17th level, your sense of smell has reached its apex, allowing you to track multiple creatures that have passed through a location regardless of how faint the smell is or how much time has passed. As a bonus action, you may make a smell-biased perception check on a creature to learn any three of its characteristics, including Total class levels, Height, Weight, Challenge Rating, Ability Scores, Resistances, Immunities, Vulnerabilities, AC, or any features they may possess (Each feature detected will count toward a single characteristic), etc. This feature can also detect more obscure details about a creature, including its diet, info about its general habitat, blood type, areas they've traveled (including how long ago or recent), and anything else within reason that your GM will allow this feature to detect.

Touch[edit]

Your body has grown in sensitivity, allowing you to detect even the most subtle bodily stimuli. You gain advantage on perception checks involving touch, allowing you to discern subtle increases and decreases in temperatures, pressure, painful stimuli, and all other forms of touch data so long as you have contact. Your hair evolves to become almost lifelike with a vibrant sheen. It gains the ability to grow, shrink, retract, and move as even the smallest follicle can now animate itself. The follicles or feelers can extend up to 100ft from you initially and act as an extension of your sense of touch, allowing you to get constant feedback on everything around you. These feelers also grant you tremorsense within the range of your feelers. You learn the Hair Feeler's technique, and you learn one additional hair technique of your choice. These do not count against your known techniques.

When extended, a single hair follicle is so small it requires a DC 20 perception or passive perception to be noticed by a creature. These passive long-range feelers will have 1 Hit Point and allow you to be conscious of the stimuli of your surroundings within their range even while asleep. These passive feelers will also have a vulnerability to slashing, fire, acid, or necrotic damage and, when reduced to 0 Hit Points, will cause the Gourmet Hunter to make a Constitution saving throw against 10 or the damage dealt, whichever is higher. On a failure, the Gourmet Hunter is stunned for 1 round due to the overwhelming pain stimuli and retracts their feelers.

At 11th level, Your hair feelers have finally manifested their golden strands, allowing you to utilize all of your techniques to their maximum potential. The range of your hair feeler technique has its maximum range increased to 1 mile at 11th level and 5 miles at 17th level. Your passive feelers now have hit points equal to your Gourmet Hunter level in addition to their detection DC being increased to a DC 25. You also learn the Dining Room technique, which will not count against your known techniques. You will always be considered under the effects of the dining room technique, and the radius centered on you will now increase to 100 feet. All of your hair techniques will have their range increased by the same amount.

At 17th level, your gold hair follicles have strengthened themselves to now allow you to consume other creatures that have been reduced to 0 Hit Points depending on their size and the type of feelers deployed. Firstly, your passive feeler range further extends to 1000ft, and they no longer have a vulnerability to slashing, fire, acid, or necrotic damage. However, they still incur the same constitution saving throw. Your passive feelers can consume or capture Tiny or smaller creatures automatically. Small size creatures with 15 or less hit points will also be automatically consumed or captured by your passive feelers. For small creatures with more than 15 Hit Points and medium creatures, so long as they have 25 or more hit points they may make a Dexterity saving throw against your Gourmet Hunter DC to determine if they are captured or consumed. Small and medium creatures with at least 40 hit points are cannot be captured nor consumed by your active feelers. Your active feelers can consume any creature up to huge size so long as that creature is reduced to 0 hit points within the range of the active feelers. You may do this as either an action, bonus action, or as a reaction. Medium and smaller creatures will automatically be consumed upon usage by your active feelers and award Appetite Energy in return based on the consumption table below (GMs can award more than what is listed depending on the creature consumed). Creatures that are large size will require 1 round to consume and are fully digested at the end of the following round this feature is used. Creatures of huge size will require two rounds instead of one and follow the same rules as stated previously. During digestion, if your active feelers are reduced to 0 Hit Points, they will stop consumption and drop the creature adjacent to the Gourmet Hunter.

Devour table
Creature Size Appetite Energy gained
Tiny 5 Appetite Energy
Small 10 Appetite Energy
Medium 25 Appetite Energy
Large 50 Appetite Energy
Huge 100 Appetite Energy
Hearing[edit]

Your hearing has evolved, allowing you to discern even the sound of a pin dropping in a busy street. You gain 30ft of blindsight and can no longer be surprised at the start of combat. Additionally, you gain advantage on hearing perception checks, advantage against effects that would cause deafness, and advantage on insight checks whenever you are trying to discern if a creature is lying to you. Finally, you learn one technique of your choice between Voice Press, Sound Bullet, or Machine Gun Voice, which will not count against your known techniques.

At 11th level, your evolved hearing has further evolved, granting you Hell Ears, allowing your Gourmet Cells to affect vibrations around you and even perfectly imitate the sound of death. Your blindsight increases to 60ft, and you now gain resistance to Thunder damage. Additionally, you are now immune to the deafened condition, and attacks against you now cannot gain advantage. Finally, you learn the Death Sound Technique and one other technique from the superhuman hearing technique list which will no longer count against your known techniques. If you already have the Death Sound technique, you may choose another technique from the superhuman hearing technique list.

At 17th level, your hearing has now reached its apex, allowing you to hear accurately hear even when a creature is about to die. You are now immune to Thunder damage, and so long as a creature is within range of your blindsight, you can now accurately tell their current and maximum hit points, and they cannot benefit from being hidden from you by any means. Finally, your Deth Sound Technique now has its execution threshold increased by 20 Hit Points, and you may learn two other superhuman hearing techniques of your choice.

Ability Score Improvement[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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Superhuman Physique[edit]

Due to your adventurous diet, your gourmet cells have made you remarkably robust. Starting at 5th level, You become immune to poison and disease from ingested sources and double your jump distances and height. Additionally, all damage you take is reduced by 1; this damage reduction is increased by 1 at 7th, 11, 15th, and 19th levels, respectively. At 11th level, your immunity to disease from ingested sources will become immunity from all sources, and you gain advantage against the poisoned condition.

Apex Predator[edit]

Starting at 6th level, your unarmed strikes and simple weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

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.

Gusto[edit]

Beginning at 9th level, Snacks created by your Itadakimasu feature can be consumed as a bonus action instead of an action. You now add your Gourmet Hunter level to the temporary HP given to allies. When consuming a snack using your Itadakimasu feature, you may now consume an additional number of snacks at once up to your Wisdom Modifier (Minimum of 1). However, if more than three 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.

Autophagy[edit]

Beginning at 10th level, at the start of your turn, if a gourmet hunter has no Appetite Energy, has 10 or less Appetite Energy, or is reduced to 1/4 or lower of their maximum hitpoints, you may undergo Autophagy. During Autophagy, your Appetite Demon begins to cannibalize your own body in exchange for power, beckoning you to force an evolution of your Gourmet Cells or die trying. Once Autophagy is activated, for the next minute, you will gain a special resource called stamina which will be equal to your maximum hitpoints, and you will ignore the effects of exhaustion. Every time you use a technique that costs appetite energy, it will cost half (rounded down to the nearest multiple of 5, and it cannot be lower than 5) its usual appetite energy, you will subtract the cost from your stamina resource. Whenever you take damage, you also subtract it from your stamina resource. At the start of each of your turns, you will lose 10 stamina as your body slowly loses its own vitality from self-cannibalization. If by the end of this minute, when Autophagy ceases or when you run out of stamina, if the Gourmet Hunter has consumed enough food to grant them enough Appetite Energy to equal half of their maximum Appetite Energy, they will survive the ordeal and gain three levels of exhaustion, if not, they will immediately die, ignoring any effects which would prevent death. If the Gourmet Hunter dies in this manner and is revived, they will lose all levels in this class, as their Gourmet Cells have fully cannibalized themselves and their host. Autophagy can only be used once per long rest; however, a singular stack of exhaustion gained from this feature can only be removed by taking a long rest to reflect the body recovering from the state.

At the GM's discretion, Autophagy can be used at any point before the Gourmet Hunter reaches 10th level as a last resort, however in doing so the Gourmet Hunter will incur additional penalties for using this feature at the GM's own discretion.

Cellular Evolution (Optional)[edit]

Beginning at 10th level, after being pushed to the brink several times, rather than your body undergoing Autophagy, allowing your Appetite Demon to consume you in exchange for power, you instead undergo a drastic evolutionary period, completely altering you as a Gourmet Hunter to become more like your inner demon. Your cellular evolution will allow you to access one of the Cellular Evolution Passive techniques permanently. This choice cannot be changed later.

Food Appreciation[edit]

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 two of the following benefits; however, you cannot gain the same benefit twice unless otherwise specified.

  • Learn two secret techniques; these techniques will not count against your number of techniques known. You may choose this twice
  • Choose a technique, reduce its Appetite Energy cost by 20 (cannot be lowered below 5), and add two additional die of damage or healing to it. Alternatively, you may also choose to extend the duration of the technique by one stage if it does not deal damage or provide healing. Ex. 1-minute duration->1 Hour duration-> 24-hour duration, etc.
  • Increase your maximum Appetite Energy by 25. You may choose this twice.
  • Gain the benefits of a single Gourmet Feat of your choice that you meet the requirements for.
  • Learn five techniques of your choice that you meet the requirements for.
  • Increase your Dexterity, Strength, or Constitution scores by 2. You may instead choose to allocate the 6 total ability score increase to any of the three ability scores stated prior, including wisdom in any fashion of your choosing. However, they still cannot exceed the normal ability score maximum unless otherwise specified.

Food Meditation[edit]

Whenever you are making an attack roll, ability check, or saving throw with disadvantage, you may instead roll normally, you may only use this feature once per short rest or long rest.

Food Honor[edit]

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.

  • Autophage now gives you one exhaustion every round active instead of two.
  • You have advantage on checks to maintain concentration on your techniques and may now concentrate on two at once.
  • Gain an additional 20 movement speed and gain an additional reaction.
  • When you are using a technique, you may reduce its Appetite Energy cost by 20 but it cannot be reduced lower than 5. You may only use this once per long rest.
  • Gain expertise in perception. If you already had expertise, you instead add an additional d4 to all checks involving the skill.

Food Immersion[edit]

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:

  • Your body weight is multiplied by 7.
  • Your movement speed doubles.
  • You may move across any surface as if water walk had been cast on you.
  • Your Strength, Dexterity, and Constitution increase by +4.
  • All techniques that deal damage have two additional die of damage.
  • All techniques that heal now have two additional die of healing.
  • The cost of all techniques is halved but cannot be lower than 5 Appetite Energy.
  • At the beginning of your turn, regain 5 Appetite Energy and 5HP.
  • You do not feel the effects of exhaustion.

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.

Heavenly Monarch[edit]

Beginning at 20th level, Choose two ability scores between Strength, Dexterity, Constitution, or Wisdom and increase them by +2. If the chosen score(s) was not Strength or Dexterity, also increase the ability score maximum to 22.

Gourmet Techniques[edit]

Basic Techniques

Knocking Techniques

Sight Techniques

Smell Techniques

Touch Techniques

Hearing Techniques

Passive Techniques

Special Techniques

Class Supplements[edit]

Gourmet Feats

Beyond Level 20[edit]

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).

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gourmet Hunter class, you must meet these prerequisites: Strength of 13 and Constitution of 13.

Proficiencies. When you multiclass into the Gourmet Hunter class, you gain the following proficiencies: Survival.

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