Base Class: Fighter
Any experienced adventurer must be well fed, and you intend to be the provider for your team. A chef studies the culinary arts. Most tend to not try and fight, however you are above them. A chef stands beside their team, keeping everyone healthy, happy, and definitely not hungry.
Culinary Talent
Beginning when you choose this archetype at 3rd level, your culinary prowess has reached professional levels, giving you proficiency with Cook's Utensils. During your turn, as either an action or a bonus action, you can cook one of four meals:
Slicing Stew: Gain an additional 1d4 per fighter level of slashing damage on your next weapon attack (This damage is not considered magical).
Defensive Dish: All targets that attack you have disadvantage until your next turn, and you gain +1 AC for the next minute.
Evasive Edible: You can perform the disengage action as a bonus action and you gain 10 ft walking speed for the next five minutes.
Healthy Herbage: Restore 1d6 per fighter level of health.
You can only carry two dishes at a time, and you can only make 3 dishes in total. Every 5 levels you can make a total of one more dish (4 at 10th level). Performing a short rest will restore two of your meals and a long rest will restore all of them. You can eat these meals, or you can give them to teammates in need. It takes a bonus action to eat one of these meals. These dishes do not need to be eaten immediately, but they do spoil after four minutes.
Mean Meal
Also at 3rd level, you have learned what people don't like in their food. You can cook a harmful meal known as the Mean Meal. The Mean Meal deals 3d6 of either fire, cold, or poison damage, which you get to chose from. The Mean Meal deals 5d6 damage at 7th level, and 6d6 damage at 10th level.
Practical Provisioner
When you reach 7th level, you can boost one of your four meals. You can choose one additional bonus effect at 10th and 15th level.
Slicing Stew: Deals magical damage.
Defensive Dish: Grants +2 to AC
Evasive Edible: Grants an extra 5 ft walking speed (15 total) and allows you to take the dash and dodge actions as a bonus action.
Healthy Herbage: Heals an extra 6 health.
Defensive Dish +1
Anybody affected by your defensive dish now gets +2 to their AC instead of +1
Evasive Edible +1
Anybody affected by your Evasive Edible gains an extra 5 ft of walking speed and can take the dash and dodge actions as a bonus action.
Healthy Herbage +1
Anybody healed by your Healthy Herbage gains an extra 6 health.
Slicing Stew +1
The damage dealt by your Slicing Stew is now considered to be magical damage.
Deeper Hat
At 10th level, you acquire a new magical chef's hat. This hat can store one extra meal, and it keeps all meals on you fresh for longer. You can now carry three meals at once, and they spoil after 15 minutes.
Powerful Provisioner
At 15th level, you have gotten faster and better at making your meals. You can create one free meal on your turns without using an action or bonus action.
Master Chef
At 18th level, you reach the peak of culinary capability. You can choose two of your dishes and master them, granting them a powerful bonus.
Slicing Stew --> Striking Soup: Deals d6 damage instead of d4
Defensive Dish --> Bulwark Bread: Grants resistances to three damage types of your choice and grants +4 to AC.
Evasive Edible --> Swift Snack: Grants an extra action and bonus action.
Healthy Herbage --> Restorative Ration: Heals 6d12 at the start of your next three turns
Mean Meal --> Deadly Dinner: Deals 10d6 necrotic, acid or psychic damage.
Bulwark Bread
Grants resistance to three damage types and +4 to AC
Deadly Dinner
Deals 10d6 necrotic, acid or psychic damage.
Restorative Ration
Heals for 6d12 for your next three turns.
Striking Soup
Deals d6 damage instead of the Slicing Stew's d4 damage.
Swift Snack
Grants an extra action and bonus action, as well as Evasive Edible's benefits.
Comments