Wildland Chef (5e Subclass)
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Path of the Wildland Chef[edit]
Barbarian Subclass
Many who travel as a way of life become accustomed to gathering and eating food with minimal preparation or occasion, to busy to think about the home cooked meals they miss. Those who follow the path of the Wildland Chef are not content just to survive on what nature provides, they know how to prepare a delectable feast from almost any ingredients. Parties and warbands lucky enough to travel with a Wildland Chef know well how fortifying a well prepared meal can be, and they can become quite protective of their cook. Some chefs are so skilled that dining becomes a distraction: Volo reports traveling with a caravan whose lookout nearly missed a pack of goblins because he was arguing with their driver over the identity of some roadside mushrooms.
Inspired by Senshi.
- Culinary Skill
At 3rd level when you adopt this path, you gain proficiency in the Survival Skill and Cook's utensils, as well as expertise with cook’s utensils. You also have advantage on any survival check to gather or identify food or ingredients. Some of your utensils may also be used as weapons or other game items, including weapons and armor, with the approval of your GM. For example, a chef's knife could be used as a dagger or shortsword, a meat tenderizer could be a light hammer, a heavy duty wok or cutting board could be a shield. If you don't already have them, you gain a set of basic cook's utensils appropriate to your character.
- Wilderness Feast
At 3rd level when you adopt this path, you may expend a use of your rage to prepare a meal for yourself and and number of other participants equal to your barbarian level plus your proficiency bonus. Preparing the meal requires cook’s utensils, a source of heat, cold or acid (this can be magical or mundane), takes at least 1 hour to prepare and eat, and uses ingredients sufficient to feed the participants. At your DM’s discretion (and if characters are willing), you may safely prepare fresh creatures whose challenge rating is less than or equal to your barbarian level. This feature may be used as part of the time taken for a short or long rest for anybody who participates in the Feast, without any change to the benefits otherwise gained from the rest or the duration of the rest.
Participants in the Wilderness Feast do not need to eat again for 24 hours and recover one level of exhaustion. If they spend hit dice during the Feast, they regain extra HP equal to the your intelligence or wisdom modifier for each die spent (chosen when you gain this feature, minimum +1). They also gain temporary hit points equal to (your barbarian level) + (your intelligence or wisdom modifier, chosen when you gain this feature), and have advantage on saving throws against fear, poison, and disease until they complete a long rest. The beneficial effects start at the end of the Feast or at the end of the rest the Feast was a part of.
- Seasoned Chef
At 6th level your experience around countless campfires and kitchens has given you resistance to the kinds of injuries chefs regularly experience. You gain resistance to non-magical slashing damage as long as you are not incapacitated. When you start your rage you may select 2 of the following damage types: fire, cold, acid, or poison. You have resistance to those damage types until your rage ends.
- Restorative Nutrition
At 10th level you have learned to use the power of nutrition and flavor to infuse your Wilderness Feasts with incredible healing power. All participants in your Feast recover from the same two conditions listed below, and have advantage on saving throws against those conditions until they complete a long rest. You select the two conditions when you begin cooking.
blinded, charmed, deafened, frightened, paralyzed, stunned, or unconscious
- Experienced Butcher
At 14th level your experience preparing and hunting food has given you uncanny insight into how various creatures function. As a bonus action on your turn you can perform an Intelligence (investigation) or Wisdom (Perception) check to assess the anatomy and behavior of a creature you can see for weaknesses, contested by the creature’s Slight of Hand or Deception (DM’s choice). Creatures that can change their form (e.g. doppelgangers) and creatures that have an amorphous form (e.g. oozes) have advantage on this check. If successful, you have advantage on attack rolls against that creature until the end of your next turn. You may successfully use this feature a number of times equal to your proficiency bonus, and completing a long rest restores all uses of this feature.
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