Fighter
Base Class: Fighter

Iron Chefs are fighters who captivate culinary culture and coincide it with cutthroat combat. Although they do not have to have been chefs in their backgrounds, Iron Chefs have chosen to grow in their artistry in the kitchen and meld it with their distinguished combat experience. Iron Chefs are a rare breed in the culinary world as many of those who profess to be passionate cooks prefer to keep their art as a sacred commodity which has no business in the heat of the fight. For Iron Chefs, though, their culinary combat style is what separates them from both the rest of the fighting world and the cooking art, while also serving as a symbol of pride for their craft. Mixing their cooking prowess within the throes of battle, the utensils of the Iron Chef work as both tools of creation and weapons of destruction. Likewise, the culinary creations from an Iron Chef are more than just delicacies to stimulate the senses, but fuel to bolster even the most stalwart of adventurers. As you grow as a fighter, so does your deftness in your eye for roasting, grilling, and Michelin Star worthy throw-downs. 

How you became an Iron Chef can differ depending on your background and backstory. Maybe you were a chef who wanted to stand out among the public? Perhaps you needed to defend yourself along the road and decided to lean into what you already knew? Or perhaps you weren’t a chef at all, but were inspired by another Iron Chef, or simply wanted to provide for your friends throughout your adventures. Whatever the reason, just make sure to properly clean the blood off your utensils before cooking with them - must maintain a sanitary environment. 

Armaments of the Iron Chef

When you choose this subclass at 3rd level, you have become skilled in using culinary cookware within combat, as well as objects others wouldn’t expect to be deadly. What may seem like harmless utensils in your hands become weapons of war thanks to your cooking prowess and knowledge. You gain expertise with Cook’s Utensils and proficiency in improvised weapons. Furthermore, you gain proficiency in 5 “Chef Weapons” which hold special benefits for you. If you don’t have possession of any of the Chef Weapons, you may obtain one or more of them (with the discretion of the DM). Each of the Chef Weapons are martial weapons, with their properties listed below: 

Frying Pan: 

Damage: 1d8 + Str bludgeoning

Attack: Melee

Properties: Versatile 

 

Kitchen Knife: 

Damage: 1d6 + Str slashing

Attack: Melee

Properties: Light, Finesse, Thrown

 

Rolling Pin: 

Damage: 1d8 + Str bludgeoning 

Attack: Melee

Properties: Thrown

 

Spatula: 

Damage: 1d6 + Str bludgeoning 

Attack: Melee

Properties: Light, Finesse

 

Grill Fork: 

Damage: 1d6 + Str piercing

Attack: Melee

Properties: Light, Finesse, Thrown

 

Combat Cook

Due to coding restrictions, please read and adhere to prerequisite requirements laid out in this feature. 
Starting when you choose this subclass at 3rd level, your experience working with kitchenware has given you an innate insight and deftness in their use, which has easily translated to your skills in combat. Each of the 5 Chef Weapons have a series of perks, ranging from tiers 1-3, granting you additional abilities when you use Chef Weapons. Starting at level 3, you pick one of the five Chef Weapons to receive its tier 1 perk. Later at levels 10 and 15, you pick another weapon to receive their perk. You may choose a different weapon to receive its tier 1 perk, or you may choose the same weapon to receive the next perk in its perk tree. Below are the weapons and their respective perks:  

Frying Pan I

Whenever you are wielding a frying pan, as a bonus action, you may choose to increase your AC by 2 until the start of your next turn.

Frying Pan II

Whenever you hit a creature with your frying pan, your weapon deals an additional 2d6 fire damage. 

Frying Pan III

Whenever you hit a creature with your frying pan, that creature must succeed a Constitution saving throw (DC = 8 + prof mod + Con mod), or be stunned until the start of your next turn. 

Grill Fork I

Whenever you hit a creature with your grill fork, you may force the creature to succeed a Dexterity saving throw (DC = 8 + prof mod + Con mod) or drop whatever they are holding in their hands. If the target creature is holding more than one object, you choose which one they drop. 

Grill Fork II

When you are wielding a grill fork, as a bonus action, you may choose to attack with extra precision, giving yourself advantage on all attacks until the end of your turn. 

Grill Fork III

Whenever you hit a creature with your grill fork, you may push the creature 15 ft away from yourself. 

Kitchen Knife I

Whenever you hit a creature with your kitchen knife as a part of your Attack action, you may cause that creature to bleed. At the start of the creature’s turn, it takes 1d4 of bleeding damage for each time you’ve hit it. At the end of the creature’s turn, they may roll a Constitution saving throw (DC = 8 + prof mod + Con mod), ending all wounds on them on a success.

Kitchen Knife II

You may cause your targets to bleed when you hit them with your bonus action using two-weapon fighting.

Kitchen Knife III

The damage die for your bleed damage changes to 1d8 and when you’re wielding a kitchen knife, you may make two attacks as a bonus action whenever you use two-weapon fighting.

Rolling Pin I

Whenever you hit a creature with an attack from your rolling pin, the target cannot take reactions until the end of their turn. 

Rolling Pin II

Whenever you miss a creature with your rolling pin, the target’s AC decreases by 2, and decreases further if any other subsequent attacks miss. This effect applies only to you and your attacks. The target’s AC resets when you hit the targeted creature or target another creature. 

Rolling Pin III

Whenever you hit a creature with your rolling pin, the target must succeed a Strength saving throw (DC = 8 + prof mod + Con mod), or be knocked prone and incapacitated until the start of your next turn. 

Spatula I

Whenever you, or an ally within 5 ft of you, are hit with a ranged attack, and you are wielding a spatula, as a reaction, you may choose to reduce the damage by 1d12 + your fighter level. 

Spatula II

If you ever reduce the damage of a ranged attack to 0 as a reaction using your spatula, you may choose to return the projectile back to the sender as a part of the same reaction, dealing 2d6 of the same damage type as the projectile. 

Spatula III

Your spatulas deal an additional 1d6 of damage to creatures of equal size to you, increasing by an additional 1d6 for each size category smaller the targeted creature is compared to you. Whenever you hit a creature that is Tiny sized with your spatula, the creature immediately drops to 0 hit points. 

Cooking Mastery

Starting when you choose this subclass at 3rd level, your culinary skills have grown to allow you to create delicious delicacies which can strengthen you and your allies. At the end of a long rest, you may create up to 3 of these special dishes, which grant 1d6 of healing, and a temporary bonus to whoever consumed them. As an action, you may also choose to cook up another one of these special dishes. You may cook these meals a number of times equal to your Proficiency Bonus, regaining all uses on a short or long rest. 

The bonus the dish provides is determined by the dish’s Flavor Profile, which is determined when the dish is created, whether by completing a long rest or cooking them as an action. These dishes are a bonus action to consume. If you attempt to eat a dish while under the benefits of a dish from the same Flavor Profile, the benefits don’t stack, but instead you receive the 1d6 healing and reset the time limit for the dish’s benefit. The benefits of each dish type are labeled below: 

Sweet: 

A creature who eats a dish with this Flavor Profile gains a +2 bonus to all Charisma ability checks for 1 minute. 

Spicy: 

A creature who eats a dish with this Flavor Profile gains a +15 to their movement speed for 1 minute. 

Sour: 

A creature who eats a dish with this Flavor Profile gains a +2 bonus to their AC for 1 minute. 

Salty: 

A creature who eats a dish with this Flavor Profile gains advantage on all attacks until the end of their turn. 

Bitter: 

A creature who eats a dish with this Flavor Profile gains advantage on one saving throw of their choice for 1 minute. 

Savory: 

A creature who eats a dish with this Flavor Profile gains temporary hit points equal to 3 rolls of the creature’s hit die. 

Whenever you finish a long rest, any dishes you haven’t consumed become spoiled and unconsumable. 

 

Pocket Seasoning

Starting at 7th level, you are able to use your cooking spices to aid yourself in battle. Once per turn, as an action, you may choose to throw seasoning onto an ally or an enemy within 5 ft of you. Whenever you throw seasoning onto an ally, the creature gains an extra 2d8 of damage on their next attack. The effect wears off within 1 minute of its initial cast. 

Whenever you throw the seasoning at a hostile creature within 5 ft of you, that creature must succeed a Constitution saving throw (DC = 8 + prof mod + Con mod) or be Blinded for 1 minute. 

You may use this feature up to 2 times, regaining uses on a short or long rest. At 15th level, it increases to 3 times per short or long rest. If you have the Extra Attack feature, you may use this as one of your attacks. 


Michelin Mayhem

Starting at 10th level, your skills with your Chef Weapons have made them deadlier and harder to withstand for your enemies. Your Chef Weapon’s attacks are now magical for the purpose of overcoming resistances and immunities.

 

Flavor Speciality

Starting at 10th level, you have grown to become more skilled with a specific recipe of flavor that you’ve become synonymous with. Choose one of the 6 Flavor Profiles. Whenever you create a dish that has your chosen Flavor Profile, a creature gains an enhanced benefit after consuming it.  

Bitter

Whenever a creature eats a Bitter dish made by you, they now gain advantage on two saving throws of their choice, and a +2 bonus to all saving throws for 1 minute. 

Salty

Whenever a creature eats a Salty dish made by you, they now gain advantage on all attacks and an extra reaction for 3 rounds. 

Savory

Whenever a creature eats a Savory dish made by you, they now gain temporary hit points equal to 4 rolls of their hit die, and may remove the Charmed, Frightened, or Poisoned condition from themselves. 

Sour

Whenever a creature eats a Sour dish made by you, they now gain a +3 bonus to their AC, and whenever a creature hits them with a melee attack, they take acid damage equal to your character level. This benefit lasts for 1 minute. 

Spicy

Whenever a creature eats a Spicy dish made by you, they now gain double their movement speed, and resistance to Fire damage for 1 minute.

Sweet

Whenever a creature eats a Sweet dish made by you, they now gain a +4 bonus to all Charisma ability checks, and regain a spell slot of 1st level. A creature cannot regain another spell slot from this food until the 1 minute bonus has expired. 

 

Final Flambé

Starting at 18th level, your skills in being an Iron Chef have led you to learn the ancient technique of instantly cooking a monster. As an action, you choose a hostile creature within 30 of you. If that creature has 100 hit points or less, you may choose to fry them with the Final Flambé - the creature drops to 0 hit points and becomes a special monster delicacy. If you attempt to cook a Humanoid, they don’t become a dish, and instead are simply fried and drop to 0 hit points. When consumed, the Monster Dish heals the creature for 4d12 plus their Constitution modifier, and grants them a special benefit based upon its Flavor Profile. Once used, you cannot use it again until you finish a long rest. 

The dish’s Flavor Profile is determined by the creature’s type, which is listed below: 

Aberration: Random - Roll 1d6 to determine its apparent Flavor Profile 

Beast: Savory

Celestial: Sweet

Construct: Bitter

Dragon: Spicy

Elemental: Salty

Fey: Sweet

Fiend: Spicy

Giant: Savory

Monstrosity: Sour

Ooze: Salty

Plant: Bitter

Undead: Sour

 

Consuming a Monster Dish takes a bonus action, and based upon its Flavor Profile, a creature gains the following benefits: 

Sweet: 

Creatures gain a +4 bonus to Charisma checks for 1 hour, and regain up to 3 spell slots between 1st and 3rd level of their choice. 

Spicy: 

Creatures gain double their movement speed for 1 minute. Creatures also gain a Fire Breath (20 ft cone, Dex save, DC = 8 + prof mod + Con mod, 4d10 fire damage), which they can use as an attack, or one of their attacks if they have Extra Attack, and immunity to Fire damage for 1 minute. 

Sour: 

Creatures gain +3 to their AC for 1 minute. Creatures also gain an Acid Breath (20 ft cone, Dex save, DC = 8 + prof mod + Con mod, 4d10 acid damage), which they can use as an attack, or one of their attacks if they have Extra Attack, and immunity to Acid, Poison, and Necrotic for 1 minute. 

Salty: 

Creatures gain advantage on all attacks, and an extra reaction for 3 rounds. Creatures also gain immunity to the Charmed, Frightened, Paralyzed, Petrified, and Poisoned conditions for 1 minute. 

Bitter: 

Creatures gain advantage and a +4 on all saving throws for 1 minute. Additionally, friendly creatures within 30 ft of them gain a +4 bonus to all saving throws for 1 minute. 

Savory: 

Creatures gain temporary hit points equal to 5 rolls of their hit die. Creatures also gain resistance to Bludgeoning, Slashing, Piercing, Fire, and Poison damage for 1 minute. 

 

Combat Cook II

You may pick a second perk for your Chef Weapons. 

Combat Cook III

You pick a third perk for your Chef Weapons. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2025 8:02:03 AM
9
1
--
Coming Soon
12/15/2025 12:12:50 AM
10
0
2
Coming Soon
4/22/2026 2:18:15 AM
16
1
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes