Base Class: Artificer
Using their ingredients and rune-empowered cook's utensils, the arcane chefs create food and drink to embolden their party's strengths, make up for their failings and manipulate the tools of their trade with unerring accuracy and finesse.
Tool Proficiency
3rd-level Archane Chef feature
You gain proficiency with cook's utensils. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Arcane Chef's Spells
3rd-level Arcane Chef feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Chef's Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arcane Chef Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Fine Cooking
3rd-level Arcane Chef feature
Whenever you take a short or long rest, you can choose to use that time to cook a number of meals for yourself and your allies. You do so using your special utensils and knowledge of magic infusion to create food and drink that grants those who imbibe it with special powers, for a time. The type of rest you take will determine the type of food you make and by rolling 2d20's, you can discover how well you made these meals. Add your Intelligence modifier and your proficiency bonus to your rolls. These meals can be consumed during the rest, or until your next rest as a bonus action. Any unconsumed meals will disintegrate at the start of your new rest. You can make Short Rest Meals during a Long Rest, but not the opposite.
The first roll determines the efficiency of your cooking. If you roll 10 or higher, cut the cost of your meals for that rest in half. If you roll under 10, the price doesn't change. The second roll determines how many of your meals attributes are kept in the cooking process. If you roll under a 15, your meal's continuous effects that last for 1 hour, now last for 1 minute and the one's that last for 1 minute, now become instantaneous. If you roll under 10, your meals dice rolls are cut in half. If you roll under 5, your meals effects are nullified and become damaging instead. All meals with rolls under 5 deal 2d6 poison damage when consumed. These Attribute effects stack.
Short Rest Meals:
- Speedy Snack (Feeds 2. 5gp): When consumed, this snack offers a boost of energy. The user is under the effects of a Haste spell for 1 minute.
- Readying Refreshment (Feeds 2. 8gp): When consumed, this drink grants increased attentiveness and reflexes. For 1 minute, the user cannot be surprised by any attacks and gains a d6 bonus to their passive perception score and to their initiative.
- Solidifying Sweet (Feeds 2. 10gp): When consumed, the user feels a strengthening surge of power. For 1 minute, the user adds a d4 bonus to their Strength score and can lift objects twice their body weight with no impact to their speed.
Long Rest Meals:
- Steadfast Soup (Feeds 4. 10gp): When consumed, the user is granted temporary resilience to the many ills of the body and mind. Choose 3 conditions. For 1 hour, the user has resistance to the chosen conditions and advantage to any Saving Throws they make to resist or break out of these conditions.
- Flamboyant Fillet (Feeds 4. 13gp): When consumed, the user's capability to deceive, persuade or otherwise manipulate others through social interaction is enhanced. For 1 hour, the user adds a d4 bonus to their Charisma Score and has advantage on all Charisma Ability Checks and Saving Throws.
Bracing Banquet (Feeds 4. 15gp): When consumed the user's strengths are temporarily boosted. For 1 hour, the user adds a +2 bonus to their highest Ability Score. If the Score is at 20, increase it to 22. Any Ability Checks, Saving Throws or Attacks made using this Ability are done with advantage. The user also gains 3 Banquet Charges. At any point while under the effect of this meal, the user can spend a Banquet Charge to add a d4 to their Ability Checks, Saving Throws or Attacks made with the increased Ability Score.
Rare Herbs And Spices
5th-level Arcane Chef feature
You can choose to attempt to collect rare ingredients from natural environments while on your travels and use them to improve your Fine Cooking recipes. Whenever you choose to look for rare ingredients, roll an Investigation check. On a 10 or less, you find one dose of rare ingredients. On an 11 to 15, you find two doses. On a 16 to 20 you find three. Anything above 20 allows you to collect four doses. You can use one dose of rare ingredients to give your Fine Cooking recipes the ability to heal the user 2d4 hit points. This ability stacks with the other abilities granted by the recipe.
Just Like Grandma Used To Make 'Em
9th-level Arcane Chef feature
Using a dose of your Rare Ingredients can now provide additional improvements, by exalting your Fine Cooking with specialty-made altered recipes, created by a long dead ancestor, known for their especially delicious food. You gain a Grandma's Cookbook. Discuss with your DM on how you came into posession of this book through your travels. This book is enchanted and starts out with 3 Improved Fine Cooking Recipes (choose 3 recipes from the Fine Cooking options).
Whenever you use Rare Ingredients, collected through your Rare Herbs And Spices feature, to cook one of the recipes in the cookbook, your rolls to make the recipe cannot be less than 10. When you finish the recipe, any dice rolls provided by the recipe are doubled (excluding the Healing roll provided by Rare Herbs And Spices). The user who consumes one of these Improved Fine Cooking Recipes gains 2d6 temporary hit points and if their Hit Points fall below 0 before their next rest, they will remain conscious with 1 Hit Point. This ability only has one use and is automatically triggered if the user's Hit Points fall below 0.
You can choose to add 1 Fine Cooking Recipe to the book at 15th level and another at 20th level.
Cooking Up A Storm
15th-level Arcane Chef feature
You have achieved such mastery in your enchanted kitchen that you can now create concotions that manipulate the elements themselves. By using 3 doses of Rare Ingredients to make one of the recipes from your Grandma's Cookbook, you can create a Call Lightning spell and store it in a glass container for later use. When you're making the spell, choose an Element between Fire, Cold, Lightning or Acid. The element you choose will determine the type of damage the spell will do.
The spell can be activated by simply breaking the glass container at the point you choose. The person that shatters the container is the one controlling the spell. Use the Call Lightning spell stats as normal, changing only the damage type if necessary. If you use a recipe from the short rest section, you create the spell at 3rd level. If you use a recipe from the long rest section, you create the spell at 4th level.







Comments