Fighter
Base Class: Fighter

The War Cook Martial archetype is based on other fighter archetypes that use magical options for the fighter’s blows, but with a much bigger emphasis on melee fighting and on the different effects produced by their Arcane Utensils. They come with their own unique weapon proficiency: Cooking Weapons. Cooking Weapons can only be used by War Cooks, and are intrinsically tied to their Arcane Utensil feature. To build a War Cook, prioritize Strength/Dexterity, Constitution, and Charisma, in that order.

 

Ever-Ready Kitchenette

At 3rd level, you acquire an Ever-Ready Kitchenette, a small, magical kitchen that weighs 9 pounds and can cook one dish a day. The kitchenette needs 10 minutes to set up and warm up. You have proficiency with Cooking Weapons and can switch from one cooking weapon to another in battle as a free action.

 

Arcane Utensil

At 3rd level, you learn to infuse your cooking utensils with Arcane energy. When you gain this feature, you learn two Arcane Utensil options of your choice (see “Arcane Utensil Options” below). Once per turn, when you use a cooking weapon as part of the Attack action, you can apply one of your Arcane Utensil options to that attack. You decide whether to use the option when an attack hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. At the beginning of each round of combat, you can choose to switch the arcane utensil you are holding as a free action. You gain an additional Arcane Utensil option of your choice when you reach certain levels in this class: 7th, 10th, and 15th level. Each option also improves when you become an 18th-level fighter. Additionally, you have grown accustomed to carrying an entire arsenal of cooking weapons on your person. The weight of cooking weapons is negligible to you for the purposes of carrying them. This bonus to your carrying capacity only comes in to effect when carrying arcane utensils with you.

 

Frying Pan

When you hit with this Arcane Utensil, you cause magical oil to fall onto the creature and around it, covering the floor in a sticky, slimy liquid. Any creature in a 15-foot cone extending from you must make a Dexterity saving throw against your Arcane Utensil save DC. The creature takes 1d6 extra acid damage on a failed save, or half as much on a successful one. The terrain in that 15-foot cone is considered difficult terrain until the start of your next turn. The acid damage increases to 4d6 when you
reach 18th level in this class.

 

Ice Cream Scoop

When hitting with this Arcane Utensil, you cause ice crystals of a color and flavor of your choosing to envelop the target. The creature hit by the attack takes an extra 2d6 cold damage and is restrained. The target or any creature that can reach it can use its action to remove the ice crystals with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your Arcane Utensil save DC. Otherwise, the ice lasts for 1 minute or until you use this option again. The cold damage increases to 4d6 when you reach 18th level in this class.

 

Rolling Pin

When you hit with this Arcane Utensil, you cause small illusory birds to fly around the head of the target. The creature hit by the attack takes an extra 2d6 bludgeoning damage and has to make a Wisdom saving throw against your Arcane Utensil save DC. On a failed save, the creature’s mind is completely clouded by the blow. The creature must roll a d6 to determine what they will do with their turn:

1-3: The creature uses all its Movement to move away from the War Cook, triggering attacks of opportunity. The creature doesn’t take an action this turn.
4-5: The creature falls prone. The creature doesn’t take an action this turn.

6: The creature is under the effect of the cantrip “Friends” and considers the War Cook an esteemed ally. For up to one minute, the target creature is more inclined to believe, be persuaded, or otherwise influenced by the War Cook, and the War Cook has advantage on all Charisma checks directed at the creature. When the effect of the spell wears off or the creature is attacked, the creature immediately realizes that magic was used to influence its mood and could react violently. The bludgeoning damage increases to 4d6 when you reach 18th level in this class.

 

Skewer

When you hit with this Arcane Utensil, you cause the skewer to fly in a straight line, which is 5 feet wide and 30 feet long. Each creature in that line of a size Medium or smaller must make a Dexterity saving throw against your Arcane Utensil save DC. On a failed save, a creature takes 2d6 piercing damage. On a successful save, a target takes half as much damage. On a failed save, up to 4 enemies in the trajectory of the skewer are pushed back 15 feet. If the skewer hits a wall or other structure, all creatures that failed the Dexterity check are pinned against the wall against each other, restrained, and take an additional 1d6 force damage from the impact against the wall. A creature that has been skewered or any creature adjacent to them can use their action to make a DC 10 Strength (Athletics) check to break free of the skewer. If one creature succeeds on this check , it frees all other skewered creatures. The extra piercing damage on a successful hit increases to 4d6 when you reach 18th level in this class.

 

Wok

When you hit with this Arcane Utensil, you cause fire to catch onto the creature’s body or clothing. The creature takes an extra 2d6 fire damage and is set on fire. The creature takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity (Acrobatics) check against your Arcane Utensil save DC to extinguish the flames. Otherwise, the flames last until you use this option again or the creature dies. The extra fire damage on a successful hit increases to 4d6, and the continuous fire damage increases to 2d4 when you reach 18th level in this class.

 

Wooden Spoon

When you hit with this Arcane Utensil, magical energy gathers on the spoon and is delivered as you hit. The creature hit by this attack takes an extra 2d6 force damage and must succeed on a Wisdom saving throw against your Arcane Utensil save DC or is stunned until the end of their next turn. The force damage increases to 4d6 when you reach 18th level in this class.

 

Magic of Cooking

At 7th level, you gain the ability to infuse your utensils with magic. Whenever you make an attack with a Cooking Weapon, you can make it magical for the purpose of overcoming resistance and gaining immunity to nonmagical attacks and damage. Any attacks of opportunity made with Cooking Weapons can also be considered magical for that same purpose.

 

Master Haggler

At 7th level, you have talked to so many merchants over the years, trying to procure the best ingredients and tools, that you are an expert at it. You gain advantage on all Persuasion checks when trying to haggle for a lower price on an item at a shop. This only extends to items, not services. You also have advantage on Insight checks to determine whether a shopkeeper is being fair with their prices and telling the truth about their wares.

 

2nd Arcane Utensil

You gain an additional Arcane Utensil option of your choice when you reach certain levels in this class.

 

3rd Arcane Utensil

You gain an additional Arcane Utensil option of your choice when you reach certain levels in this class.

 
 

Ever Ready Utensil

Starting at 15th level, your magical cooking utensils are available whenever battle starts. If you roll initiative and have no uses of Arcane Utensil remaining, you regain one use of it.

 

4th Arcane Utensil

You gain an additional Arcane Utensil option of your choice when you reach certain levels in this class.

 

Arcane Utensil Enhancement

You learn to infuse your cooking utensils with Arcane energy. When you gain this feature, you learn two Arcane Utensil options of your choice.  Each option also improves when you become an 18th-level fighter.

 
 

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