Iron Chef (5e Class)

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Chef[edit]

A plump dwarf works all morning infusing alchemical components into a batter of sweet cupcakes. The cupcakes spark with energy as they sit on the counter cooling.

The Elf pours bowls of soup for her party around the campfire. The soup that sparkles with healing energy. As they eat their wounds heal before her eyes.

Note[edit]

Some of this is inspired by the Cuisiner class on here.

Gastronomy of the Iron Chef[edit]

Inspired by the show Iron Chef, the science Gastronomy, and the idea what if you add a heal potion to a cupcake? The idea is what if a alchemist instead of making potion and storing them glass bottle instead they combined them with food.

Creating a Iron Chef[edit]

Now think about who makes up your character, what is their background? How did they end up as a Iron Chef? Was it something they were born into? is his or her family Iron Chef and trained you into it. Was it something they is discovering later in life. Did enjoy cooking and follow this path in ways many did not?

What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.

It can be hard to find good backgrounds for an Iron Chef. Guild Artisan will be the most widely applicable background. Hermit may be chosen if left civilization to discover this art in peace. A noble background could be chosen for how well educated lords and ladies can be. Let your Creativity will be your best guide for your background.

Quick Build

You can make an Iron Chef quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom and Constitution. Choose the Guild Artisan background. Choose Nature, Investigation, and Sleight of Hand as your skills. Choose a pick and Scholar's Pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Iron Chef you gain the following class features.

Hit Points

Hit Dice: 1d8 per Iron Chef level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Iron Chef level after 1st

Proficiencies

Armor: Light and medium armor
Weapons: Simple weapons
Tools: Thieves’ tools, two other tools of your choice
Saving Throws: Charisma, Wisdom
Skills: Choose four from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, and Survival

Equipment

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

Table: The Iron Chef

Level Proficiency
Bonus
Features
1st +2 Chef’s Satchel, Tasty Meal, Cooking Gear
2nd +2 P&D Detection
3rd +2 Archetype
4th +2 Ability Score Improvement
5th +3 Camp Side Snack
6th +3 Archetype
7th +3 Angry Chef
8th +3 Ability Score Improvement, Iron Stomach
9th +4 Box Lunch
10th +4 Tough Skin
11th +4 Archetype
12th +4 Ability Score Improvement
13th +5
14th +5 Hearty Meal
15th +5
16th +5 Ability Score Improvement, Archetype
17th +6
18th +6 Heroes Feast
19th +6 Ability Score Improvement
20th +6

Chef’s Satchel[edit]

At 1st level, you craft an Chef’s Satchel, a bag of reagents that you use to create a variety of concoctions and spices. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Ingredients for ingredients for the Tasty Meal and normal meals.

After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Tasty Meal[edit]

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. During a short or long rest, you may use this time and 10 gold pieces to cook up your signature dish. You can choose from the list below on the effect of the meal when you make it.

Unfortunately, you can only carry your Dish in your Chef's Satchel, which can carry a maximum of 8 helpings at all times (10 at Level 20). Also, if you have not consumed your Signature Dish by your next long rest (or within 24 hours), the Dish expires.

Heal

The dish can heal whoever eats it. The dish heals 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.

Poison

The dish can poison whoever eat it. The dish poison 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.

Swift Step

The dish increases the creature’s speed by 20 feet for 1 minute to the person who eats it.

Skill Bonus

The dish adds a +4 to abilities and skill check for 24 hours to the person who eats the meal. this does not stop at the limit of 20.

Stealth Bonus

The dish gives advantage to all Stealth checks for 24 hours to the person who eats the meal.

Cooking Gear[edit]

At 1st level, The Iron Chef gets a cooking gear that can fit into the Chef’s Satchel. Many of these things can be use to attack or defense.

Chefs Uniform

This uniform counts as Studded Leather Armor

Frying Pan

The frying pan is blunt weapon. It does 1d6+1 Bludgeoning Damage, and is Versatile (1d8+1). If thrown its' range is 10/50.

Lid

This lid counts as a shield, it gives a extra +1 to AC. You can use a Bonus Action to shove a target.

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 creatures.

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.

Spoon

1d8 Bludgeoning. Made of Wood or Metal this spoon was originally made for mixing your meals but it able to beat your enemies into your meals.


These are not your average weapons, kept razor sharp through the hardest of Dwarven Stone. Deal an additional 1d4 against any creature on a critical hit.

P&D Detection[edit]

At 2nd level, the Iron Chef can cast the spell detect poison and disease three times between a long rest without expending a spell slot.

Archetype[edit]

At the 3rd level, you chose an archetype. Choose between Gastronomy Maestro, and Battle Chef, both detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at 6th, 11th, and 16th levels.

Ability Score Increase[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.

Camp Side Snack[edit]

At 5th level, the Iron Chef can cast the spell Camp Side Snack once between long rest.

Casting Time: 10 minutes Range: 30 ft Components: V S M (A wooden bowl, which the spell consumes) Duration: Instantaneous Classes: Iron Chef

You bring forth a up to six bag lunches, including a sandwich of the chef’s choice (each sandwich can be different. The sandwiches can include lettuce, tomatoes, pickles, onions, mayo, mustard, gravy, salad dressing), trail mix (made of nuts, seeds, and berries), thinly sliced potatoes fried in oil (potato chips), and a 6 oz small water skin (filled with fruit juice, vegetable juice, or milk). The snack takes 10 minutes to consume and disappears at the end of the duration. The beneficial effects don't set in until this 20 minutes is over.

A creature that partakes of the snack gains the benefit. Who ever eats hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 6 hours.

Angry Chef[edit]

At 7th level, the Iron Chef gains advantage when attacking with Cooking Gear.

Iron Stomach[edit]

At 8th level, The Iron Chef gain immunity to all poisons.

Box Lunch[edit]

At 9th level, the Iron Chef can cast the spell Box Lunch once between long rest.

Casting Time: 10 minutes Range: 30 ft Components: V S M (A wooden bowl, which the spell consumes) Duration: Instantaneous Classes: Iron Chef

You bring forth a up to eight box lunches, including a fish of the chef’s choice (raw or cooked), rice (white or brown), and veggies (raw or cooked), small 6 oz small water skin (filled with fruit juice, vegetable juice, or milk). The snack takes 30 minutes to consume and disappears at the end of that time, and the beneficial effects don't set in until this 30 minutes is over.

A creature that partakes of the snack gains the benefit. Who ever eats hit point maximum also increases by 2d10, and it gains the same number of hit points, The creature is cured of all diseases and poison. These benefits last for 12 hours.

Tough Skin[edit]

At 10th level, Iron Chef adds his Constitution modifier to his AC.

Hearty Meal[edit]

At 14th level, the Iron Chef can cast the spell Hearty Meal once between long rest.

Casting Time: 10 minutes Range: 30 ft Components: V S M (A golden bowl (costing 500 gold), which the spell consumes) Duration: Instantaneous Classes: Iron Chef

You bring forth a up to 10 meals, including a meat of the chef’s choice (cooked or raw), sticks potatoes and fried in oil (french fries), Veggies (cooked or raw), and small 6 oz small water skin (filled with fruit juice, vegetable juice, milk, ale, or booze). The meal takes 45 minutes to consume and disappears at the end of that time, and the beneficial effects don't set in until this 45 minutes is over.

A creature that partakes of the snack gains the benefit. Who ever eats hit point maximum also increases by 2d10, and it gains the same number of hit points, The creature is cured of all diseases and poison, becomes immune to poison and being frightened. These benefits last for 18 hours.

Heroes Feast[edit]

At 18th level, The Iron Chef can cast the spell Heroes Feast once between a long rest

Gastronomy Maestro[edit]

The Gastronomy Maestro has the ability to mix cooking and alchemy to make something new and interesting.

Tasty Entree

At 3rd 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. During a short or long rest, you may use this time and 10 gold pieces to cook up your signature dish. You can choose from the list below on the effect of the meal when you make it.

Unfortunately, you can only carry your Dish in your Chef's Satchel, which can carry a maximum of 8 helpings at all times (10 at Level 20). Also, if you have not consumed your Signature Dish by your next long rest (or within 24 hours), the Dish expires.

Haste

The dish can increase the speed whoever eats it. Their speed is doubled, gains a +2 bonus to AC, has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. The effects last up to a minute. When the effect finish, the target can't move or take actions until the end of its next turn. The creature takes a level of exhaustion after the effect is done.

Darkvision

The dish can grants Darkvision whoever eats it. This ability last for 8 hours.

Slow

The dish can slow whoever eats it. The target must succeed on a wis saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Cure Disease

The dish can cure any non-magical disease whoever eats it.

Cure Poison

The dish can cure any non-magical poison and/or venom whoever eats it.

Explosive Bean Burrito

The dish is automatically turned into a bean burrito. It can be thrown or eaten. If eaten, the eater must make a DC 15 Constitution save or instantly explode killing the eater outright. On a successful save the eater regains 2d4 + 2 HP. If thrown add Dex modifier. Bean burrito deals 2d4+1 Bludgeoning damage. Lvl. 6 deals 4d4+2 Bludgeoning damage. Lvl 9 and higher deals 6d4+3 Bludgeoning damage. The burrito has a throw range of 15/30.

Explosive Cake Mine

The dish is automatically turned into a strawberry pie. It can be set down as a mine or eaten. If eaten, the eater must make a DC 15 Constitution save or instantly explode killing the eater outright. On a successful save the eater regains 2d4 + 2 HP. If placed down the cake mine takes 1 turn to set up, and then after the turn is active. If the cake mine is stepped on, the creature that stepped on the mine must make a 15 DC Dex save. On a failure, the creature takes 2d10+4 Bludgeoning damage and half that on a successful save. Creatures that are 5 feet away from the mine when activated take half damage.

Safe Food

At 6th level, The Gastronomy Maestro gains the spell Purify Food and Drink. You can cast it three times between a long rest.

Hot Potato

At 11th level, The Gastronomy Maestro can produce a dish that when throws explodes. The dish has a range of 30-60 feet. The explosion has a 10 foot radius. The blast does 2d10 damage, the target can make a dex save throw to do half damage.

Extra

At 16th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Battle Chef[edit]

While a good chef place in the kitchen sometimes a chef just needs to go out and kick some ass. This archetype is all about fighting.

Second Wind

On Your Turn, you can use a bonus action to regain Hit Points equal to 1d10 + your chef level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Extra Attack

At 6th level, you can Attack twice, instead of once, whenever you take the attack action on Your Turn.

The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

Fighting Style

At 11th level, You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Indomitable

A 16th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Iron Chef class, you must meet these prerequisites: 15 Charisma 12 Wisdom.

Proficiencies. When you multiclass into the Iron Chef class, you gain the following proficiencies: one Iron Chef skill of your choice.


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