Fighter
Base Class: Fighter

The archetypal Chef Knight focuses on the importance of a good diet and the martial skills to hold their own in battle. A Chef Knight is intrigued by the power of food viewing it as a powerful art. They learn how to cook with the most basic of ingredients yet make delicious food. As they study they learn simplistic magic to help ensure they are able to create meals in any environment. They focus on being at the heart of any army as both a way to support their forces and fight their enemies.

Spellcasting

When you reach 3rd level, you augment your martial prowess and cooking with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Chef Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Chef Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Battle Snacks

At 3rd level, you learn how to create what are called Battle Snacks. These snacks can be carefully made during a short rest. You can make and hold a number of snacks equal to your Intelligence modifier + 2. 

Each snack can be consumed to grant a number of temporary hit points equal to your Constitution modifier + Intelligence modifier. These can be consumed as a bonus action.

Tantalizing Aroma

Beginning at 7th level, you emanate the smell of delicious cooking that only your allies can smell. This smell is woven with your magic allowing granting your allies extra fortitude to reach your next meal. You, as well as any allies withing 10 feet of you, have your maximum hit points increased by your intelligence modifier (minimum of +1). A creature can only benefit from this feature from one fighter at a time.

At 18th level, the range of this aroma increases to 30 feet.

Starving Strike

At 10th level, you learn how to make your foes feel extreme hunger with each attack. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d10 psychic damage to the target. 

Quick Snack

Starting at 15th level, when you roll initiative and have no battle snacks remaining, you regain 1D4 battle snacks.

Elite Chef

Starting at 18th level, you have become an elite chef accustomed to the heat of the kitchen and create meals to protect your allies. You can spend 30 minutes to prepare a meal that grants benefits depending on the meal you prepare. Up to twelve creatures can consume this meal you prepare and gain its benefits. The benefits of this last for 1 hour. In order to use this trait again you must complete a long rest.

Choose on of the following meal choice when using this trait:

  • Spicy: Gain resistance to fire damage and a +1 to all melee and ranged attack damage
  • Cold: Gain resistance to ice damage and a +1 bonus to AC
  • Sweet: Gain resistance to lightning damage and a +10 bonus to movement
  • Heavy: Gain resistance to thunder and force damage
  • Tangy: Gain resistance to acid damage and a +5 bonus to initiative

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