Base Class: Cleric
Even though there is not a god or goddess specifically for food, there are gods and goddesses who have domain over where food originates. Chauntea, the Daghdha, Brigantia, and Demeter have domain over agriculture where crops are grown and livestock are reared. While livestock can provide meat for some but others seek out food from more wild game. Those cooks who want wilder game may pray to the lords of the hunt such as Malar, Uller, or Artemis. Others still yet pray to the lords of the sea, Umberlee, Manannan mac Lir, Aegir, or Poseidon, for the bounty of seafood the oceans can give both in the form of sea animals and sea plants. For some chefs, it is not just the ingredients that drives them but also food's place in the economy of a nation or religion. These chefs may pray to Waukeen, Hermes, Lugh, or Tyche for good fortune and profits in their culinary endeavors. Whatever drives these clerics whether it be coin or the ingredients or both, they have the power of the gods behind their work.
Domain Spells
You gain domain spells at the cleric levels listed in the Culinary Domain Spells table. These spells are always prepared, do not count against your prepared spells, and those spells not on the cleric spell list are nonetheless cleric spells for you.
Culinary Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | goodberry, purify food and drink |
| 3rd | calm emotions, heat metal |
| 5th | create food and water, tiny hut |
| 7th | control water, fire shield |
| 9th | animate objects, flame strike |
Bonus Proficiencies
When you choose this domain at 1st level, you gain the chef feat and learn the sharpened knives ability.
Sharpened Knives
While dual wielding two simple weapons that deal slashing or piercing damage, you can use your wisdom modifier in place of your dexterity or strength modifier when you deal damage with those weapons.
Heat of the Kitchen
At 1st level, you gain the ability to imbue magic into your armor. When you wake from a long rest, you can touch your armor, heating it for one minute then letting it cool for another minute. Until the end of your next long rest or until you die, the armor becomes a magic item, granting a +2 bonus to AC.
At levels 6, 12, and 18, the AC bonus becomes 3, 4, and 5 respectively.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Meal Time
Starting at 2nd level, you can use your Channel Divinity to force a creature to eat.
As an action. you present you holy symbol and mutter the word hunger. Each creature within 30 feet of you must succeed on a wisdom saving throw or be charmed by you until they consume a full meal or two whole rations before resuming what it was doing before. If a creature has no food or rations, it will eat any plant or animal matter it can see until it has consumed an equal amount to two rations. If there are no plants or animals within sight and the creature has no food on them, their stomach is wracked with pain and they fall become incapacitated for 1 minute.
You may use this channel divinity twice per long rest.
Dinner Rush Preparation
Starting at 6th level, your prowess in the madness of the kitchen grants you special abilities:
- You gain advantage on all wisdom saving throws.
- You have resistance to fire damage
- While wearing medium armor, you gain a +1 bonus to AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the heat of the oven, cold of ice, or even the effects of rotten food. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of fire, cold, or poison damage. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: The Divine Feast
At 17th level, you can call upon your deity itself to provide you with a feast.
You hold out your holy symbol and say, "Blessed is the food of (your chosen deity)." Once you say those words, a table with a bountiful feast of foods you choose appear before you and your allies. Eating a full meal from the feast grants a +5 to attack rolls, damage rolls, saving throws, and primary ability scores (ex. strength for a barbarian; intelligence for a wizard) as well as a +3 to spell DCs. These effects last for four hours.
Once you call the Divine Feast, you cannot call upon it again until you have finished a long rest.
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