Gourmet Hunter Special Techniques (5e Other)
Shokugi Techniques[edit]
Spoon[edit]
Prerequisite: Shokugi Expert
- 20 Appetite Energy
Using Appetite Energy you create an image of a giant golden spoon, allowing you to scoop up virtually anything including non-physical elements such as fire. Targeted by a melee or ranged attack or forced to make a saving throw from a ranged projectile, you may as a reaction manifest this spoon to reduce an amount of damage equal to 1d10 + Your Constitution Modifier + Your Gourmet Hunter Level.
Spoon Ascention[edit]
Prerequisite: Spoon
- 30 Appetite Energy
Using both of your hands you manifest two spoons allowing you to catapult yourself anywhere at insane speeds using the force of the spoons to create a counter-force in the air granting you momentum. As a Lengthy Action, you launch yourself forwards at quadruple your movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against you having disadvantage until the end of your turn.
Flying Pan Punch[edit]
Prerequisite: Shokugi Expert
- 40 Appetite Energy
The Gourmet Hunter coats their arm in Appetite Energy which allows it to take the shape of a frying pan as they make a devastating punch. Make a melee attack against a creature and on a hit they take 4d8 force damage and 4d8 Bludgeoning damage which ignores resistance to bludgeoning damage and treats resistance as immunity. A creature that is size large or smaller must make a Strength saving throw or be sent flying 30ft backward. Creatures smaller than Large size make this saving throw at disadvantage and any target the creature collides with as they travel will take half the damage dealt and pushed 5ft aside. For every additional 10 Appetite Energy used, increase the damage of this technique by 1d8 for both damage types to a maximum of 10d8 force and bludgeoning damage.
Flying Pan Sandwich[edit]
Prerequisite: Shokugi Expert
- 30+ Appetite Energy
So long as the Gourmet Hunter as two free hands, they make two simultaneous melee unarmed attacks against a creature striking both sides of their head. On hit, the unarmed strikes deal an additional d10 Force damage each, and the creature struck must make a Constitution saving throw, or be incapacitated by the fierce attack. If a creature fails their saving throw by 5 or more of the DC, the Gourmet Hunter may spend an additional 10 Appetite Energy to knock them unconscious. For every Additional 10 Appetite Energy spent you may increase the damage of this technique by another d10 up to a maximum of 5d10.
Wanted Punch[edit]
Prerequisite: Shokugi Expert
- 10+ Appetite Energy
The Gourmet Hunter gathers all of their Appetite Energy and expends it for one devastating strike. As an action make a melee attack against a single creature, on hit they take a number of d10s equal to the amount of Appetite Energy expended in multiples of 10. Creatures who are reduced to 0hp by this attack are immediately disintegrated as if struck by the disintegrate spell.
Poison Techniques[edit]
Poison Secretion[edit]
Prerequisite: Poisonous Creature
- 10 Appetite Energy
You produce a small glob of poison to launch at a creature. Make a ranged technique attack with a range of 30ft, on hit the target takes 1d8 poisoned damage and an additional 1d8 acid damage at the start of its next turn. A creature damaged by the projectile portion of this technique must make a DC 13 Constitution saving throw or be poisoned for 1 minute. For every additional 5 Appetite Energy spent, the initial damage increases by 1d8 up to a maximum of 4d8. At 5th level, the acid damage will increase to a 2d8. The damage will increase by an additional d8 at 11th and 17th levels.
Knocking Poison[edit]
Prerequisite: Basic Knocking, Poisonous Creature
- 25 Appetite Energy
As an action, you may make an unarmed strike against a creature and on a hit, you forgo dealing damage to force the creature to release concentrated poison on contact against that creature, causing it to make two separate constitution saving throws. The first will be a DC of 13 to be paralyzed, the second is to be inflected by the poisoned condition with a DC equal to your Gourmet Hunter DC. The paralyzed condition will last until the end of your next turn and the poisoned condition will last for 1 minute or until the creature succeeds a constitution saving throw. A creature poisoned by this technique may remake the constitution saving throw at the start of each of their turns to end the condition.
Poison Rifle[edit]
Prerequisite: Poisonous Creature
- 25 Appetite Energy
The Gourmet Hunter coats their hand with poison then unleashes a barrage of projectiles which can be fired at any number of enemies. You fire three projectiles with a range of 90ft at creatures or objects in range. Make a Ranged Attack against the target and on a hit they take 1d6+2 Poison Damage per bullet. Each creature hit by one of your projectiles will take an additional 1d4 acid damage at the start of its next turn per bullet. For every additional 5 Appetite Energy used, increase the number of projectiles by 1 to a maximum of 8 projectiles.
Poison Dressing[edit]
Prerequisite: Poisonous Creature
- 25 Appetite Energy/5 Appetite Energy Per round
The Gourmet Hunter's skin becomes flush with poison as their skin complexion takes a purple hue. As a bonus action, for as long as this technique is maintained, the Gourmet Hunter's AC will increase by +1, and beast-type creatures must make a Wisdom Saving throw against your technique DC when they try to attack you with a melee attack. On a failed save, the creature must choose a new target or lose the attack or spell. Additionally, any creature which successfully hits the Gourmet Hunter with a melee attack will take a number of d4s equal to half of their proficiency bonus (Rounded Up) as poison damage. After the initial cost, the Gourmet Hunter must expend 5 Appetite Energy at the end of each of their turns to maintain this technique.
Poison Cannon[edit]
Prerequisite: at least 8th level, Poisonous Creature
- 20 Appetite Energy
You gather highly concentrated poison around your fist then fire a projectile at a creature. The projectile will have a range of 120ft. On hit, this technique will deal 4d8 poison damage. For each additional 10 Appetite Energy spent, this technique will deal an additional 2d8 poison damage to a maximum of 10d8.
Poison Membrane[edit]
Prerequisite: at least 8th level, Poison Dressing
- 5 Appetite Energy/5 Appetite Energy Per round
The Gourmet Hunter profusely sweats a large amount of poison, forming a layer of liquid poison over their entire body. For the next hour after using this technique, the Gourmet Hunter's AC increases +2. This technique can be used in addition to the activation of the Poison Dressing technique and if used in this manner, you will deal an additional number of d4s equal to half of your proficiency bonus (rounded down) as acid damage when hit by a melee attack.
Poisonous Gas[edit]
Prerequisite: at least 8th level, Poisonous Creature
- 30 Appetite Energy
You produce a wave of noxious gas from your body directing it in a 15ft line which will spread and expand outward in a 20ft radius going around corridors and doors which allow for air to circulate. Each creature except the Gourmet Hunter using this technique will make a constitution saving throw. On a failed save, a creature takes 2d10 poison damage and is poisoned for 1 minute each round they have the poison condition from this technique they will take d4 necrotic damage every round. On a successful save, a creature takes half as much damage and isn't poisoned. A creature that doesn't need to breathe is immune to this spell, and a creature that is holding its breath when you cast the spell has advantage on the saving throw. The poisonous gas will last until absorbed by the Gourmet Hunter that uses this technique until ten minutes passes, or a strong gust of wind dissipates it.
Fragrance Techniques[edit]
Through the use of fragrances gathered throughout the world and a hint of appetite energy, Gourmet Hunters who specialize in fragrances may imitate the effects of spellcasters through their collected fragrances. For determining your highest attainable spell tier in relation to expendable Appetite Energy, you will be treated as a full caster, initially being able to use spells up to a maximum of 4th tier. You will be able to use techniques to imitate spells at 5th tier starting at 9th level, and gain the next tier every two levels until 17th level. You cannot expend additional Appetite Energy to imitate a spell tier you have not attained yet. Many of these techniques require either a Fragrance Gaunlet or Fragrance Bazookato function. Anytime you use one of the following techniques you will also expend one ammunition from a Fragrance Containers (5e Equipment) as cost in addition to the Appetite Energy cost.
Basic Fragrance[edit]
Prerequisite: Fragrance Specialist
- 5 Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize expend one additional ammunition from a fragrance container to deal an additional 2d4 poison damage. Beginning at 11th level this increases to 3d4 and 4d4 at 17th level.
Lingering Scents[edit]
- 10 Appetite Energy
As part of using applicable fragrance techniques, you may spend additional appetite energy to cause the technique to produce a lingering effect in a 10ft radius up to 30ft away from the Gourmet Hunter. Any cloud or mist effects will last a number of rounds equal to half of your proficiency bonus.
Healing Mist Fragrance[edit]
Prerequisite: Fragrance Specialist
- 10+ Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize your sleeper Fragrance to imitate the Cure Wounds spell at the 1st tier except the allies affected are only those within range of your Fragrance Gauntlets. For every Additional 10 Appetite Energy spent, you may increase the spell tier of the Cure Wounds spell by 1. When used in tandem with the Lingering Scents Technique, you will create a cloud that will cause all allies within the area to heal for an amount equal to half of your Gourmet Hunter level for every round they spend in the cloud.
Sleeper Fragrance[edit]
Prerequisite: Fragrance Specialist
- 10+ Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize your sleeper Fragrance to imitate the Sleep spell at the 1st tier except the enemies affected are only those within range of your Fragrance Gauntlets with altered effects. Each creature within the range of your fragrance weapon must succeed a Constitution saving throw or it falls unconscious until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. For every Additional 10 Appetite Energy spent, you may increase the spell tier of the Sleep spell by 1 and increase the DC of the effect by 1.
Super Relaxation Fragrance[edit]
Prerequisite: Fragrance Specialist
- 20+ Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize your Super Relaxation Fragrance to imitate the Calm Emotions spell at 2nd tier to all enemies within the range of your Fragrance Gauntlets. If this is used against any creature of the beast type, they additionally become friendly toward the Gourmet Hunter for the next hour. For every Additional 10 Appetite Energy spent, you may increase the DC against creatures Calm Emotions by 1 to a maximum increase of +7.
Rage Powder Fragrance[edit]
Prerequisite: Fragrance Specialist
- 20+ Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize rage power to cause creatures to lose their sense of reason and fly into a rage. Choose a 10ft radius within 30ft of you, all creatures within that radius must make a Charisma Saving throw or suffer the Berserk condition for the next minute. At the start of each affected creature's turn, they may make the saving throw again, ending the effects on a successful save. On a successful saving throw the creature is not affected by the rage powder. If any beast affected by the rage powder fails the saving throw by 5 or more, they will instead be affected for 10 minutes and will no longer make a saving throw to end the effect at the start of their turns. For every Additional 10 Appetite Energy spent, you may increase the DC against creatures by 1 to a maximum increase of +7.
Thunder Peppermint Fragrance[edit]
Prerequisite: Fragrance Specialist
- 20 Appetite Energy
As part of a Gaunlet or Bazooka attack, you may utilize your Thunder Peppermint Fragrance to imitate one effect of the Enhance Ability spell to an ally within the range of your Gauntlets or Bazooka of the Gourmet Hunter's choosing and not deal any damage to them. This fragrance will affect allies for one hour and any subsequent use of this fragrance will replace the last effect. Additionally, an ally affected by this fragrance will gain the effects of a long rest if they only perform light activity for the duration of their individual long rest cycle within the next 24 hours if they are affected by this fragrance. For every additional 10 Appetite Energy, you can affect an additional creature within your range as if increasing the spell tier up to your current maximum.
Lock and Load[edit]
Prerequisite: Fragrance Specialist
- 5+ Appetite Energy
As a bonus action on your turn, you may spend Appetite Energy to quickly reload any of your fragrance weapons with another Fragrance container. Performing this technique will not interrupt any ongoing fragrance techniques. For an additional 5 Appetite Energy, you may perform this technique as a free action.
Fragrance Blade[edit]
Prerequisite: Fragrance Specialist, 12th level, Fragrance Gauntlets
- 20+ Appetite Energy
As a bonus action, you may utilize your Fragrance Gaunlet to create a blade made entirely from fragrances emerging from your gauntlet. You are considered proficient with this weapon its attack and damage bonuses will use your wisdom modifier. This blade will deal 4d6 force damage on hit, last for 1 minute, and once per round as a bonus action, may inflict the effect of one of your other fragrance techniques on the creature hit provided you pay the additional appetite Energy cost for the technique. Creatures must make a Constitution saving throw against your Gourmet Hunter DC or be affected by your additional fragrance technique. For an additional 10 Appetite energy when initially using this technique or as a bonus action on your following turns you may create another Fragrance blade using your other Fragrance Gauntlet which you may attack with as a bonus action on your following turns. Sustaining your fragrance blades will consume one ammunition from your fragrance containers each round they are sustained and may be dismissed as a bonus action on your turn.
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