Master Chef Image
Prerequisite: Chef Feat
 
  • Master Chef
    As a master chef, you know the in's and out's of a dish. when you put your culinary skills to the test, it is not a matter of whether it is good or not, rather a matter of how good.

    You may spend 1 hour preparing your cuisine of choice. This is considered light activity. Any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus.

    First, you decide which ingredients will be your base, rare ingredient (optional), and seasoning (optional). YOU MUST HAVE 2 POUNDS of your given base ingredient per portion. If you add a rare ingredient, roll 1d6 and check the table corresponding to your base ingredient. 

    Next, you may choose to make a travel-sized dish, or a meal. Travel-Size: Reduces the duration from hours, to turns, but can be stored with a perish time of 2 days, and can be used as a bonus action. Meal:  Reduces the effect die if any, by 2 sizes (minimum of 1d4), but cannot be taken, and must be eaten immediately to take effect.

    Afterwards, you make a roll for quality. This roll can be aided by your proficiency in Cook's Utensils. Making Exceptional dishes are DC15, and Masterpieces are DC20. The quality increases potency and duration as listed on the table. 

    After the quality is determined, you may reduce the amount to half (rounded down) to increase the quality by one grade.

    Shorthand Chart
    Size: Travel-Size, Meal
    Quality: Mediocre - 2 hours or 2 turns. Exceptional - Until next rest or 3 turns. Masterworks - Until next long rest or 5 turns.
    Amount: Half, Normal
    Base: Meat, Plant
    Rare Ingredient Table: (optional) 2 1d6 tables

    Meat Rare Ingredient Table
    1 --- Lower all incoming damage taken by 1d8 for the duration. Add your proficiency bonus if the dish is Exceptional or above. Increase the amount of dice equal to half your current level rounded down if the dish is a Masterwork.   
    2 --- Roll 1d10 at disadvantage. Add the result to each your Damage whenever you Attack, for the duration.  Roll at advantage if the dish is Exceptional or above. Your attacks with this effect ignore resistances if the dish is a Masterwork.
    3 --- Roll 1d6 at disadvantage. Add the result to your To Hit bonus for the duration. Increase the die size by two if the dish is Exceptional or above. Roll at advantage if the dish is a Masterwork
    4 --- Roll an additional hit die of your respective class, Add the total to your maximum hit points for the duration. Roll an additional die if the dish is Exceptional or above. Roll a 3rd additional die, and roll all of them at advantage if the dish is a Masterwork. (Your current health only increases if you are at full health when you take this.)
    5 --- Any healing you receive for the duration is increased by 1d8. All healing you receive for the duration is instead doubled if the dish is Exceptional or above. Any healing that exceeds your maximum is instead given as temp HP that lasts until your next rest if the dish is a Masterwork.
    6 --- You gain an additional 1/6 of your total class resource rounded down (minimum of 1) for the duration. This is increased to 1/3 rounded up if the dish is Exceptional. This is increased to 1/2 rounded up if the dish is a Masterwork. (If your class resource is spell slots, you gain an amount as listed. the spell slots are then replenished with your highest missing spell slots, until you have no additional resources. If you still have additional resources, you may gain one of your highest level spell slot.) 

    Plant Rare Ingredient Table
    1 --- Roll 1d8 and add it to your Stealth modifier. This effect stays until the end of the duration. You gain advantage on any sound-based stealth checks if the dish is Exceptional or above. If the dish is a Masterwork, you become afflicted with Greater Invisibility until the end of your turn when you succeed on a stealth check. this invisibility lasts for a minute if you are out of combat.
    2 --- Roll 1d6 to determine an ability: 1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA. Pick a skill with that base ability, and then increase the modifier by 1d8 at disadvantage. The increase stays until the end of the duration. You roll the 1d8 at advantage if the dish is Exceptional or above. You may instead pick one of any of the skills if the dish is a Masterwork.
    3 --- Add an additional 10ft to your Walking Speed for the duration. Instead, add 20ft to all of your speeds if the dish is Exceptional or above. You gain the ability to take the dash action as a bonus action or reaction if the dish is a Masterwork. 
    4 --- You gain advantage on your CHA saving throws for the duration. You gain immunity to psychic interference if the dish is Exceptional or above. You may attempt to peer back into any being who attempts to interact with your mind if the dish is a Masterwork.
    5 --- You increase your AC equal to your proficiency bonus for the duration. If a creature successfully beat your AC this turn, you gain a second reaction until the end of your next turn if this dish is Exceptional or above. If this dish is a Masterwork, when a creature targets you with an attack, you may take your reaction to attack them before they hit you. If you do, they must reroll their attack with disadvantage.
    6 --- You may experience a feeling of knowledge, leading you in the right direction, or roll a fortunetelling roll that you may use at any point before the end of the duration. You may experience a significant vision, or roll 2 fortunetelling rolls if the dish is Exceptional. You may briefly be able to converse with a being of greater significance, or hold a Natural 20 to be used in place of a roll of your choice if the dish is a Masterwork.

    Seasonings: (optional)
    1. --- A small bottle of delicate green leaves. 5gp per. When added to the dish, each portion gains the following effect: You gain temp HP equal to 2 times your level. this temp HP may be stacked with your current temp HP, or additional temp HP later. This HP remains until your next long rest.
    2. --- A sharp scent emanates from this small chunk of rock salt. 5gp per. When added to the dish, each portion gains the following effect: You gain a number equal to your proficiency bonus to all saving throws for the duration. 
    3. --- A strong bitter herb rests inside of a small vial full of dark liquid. 20gp per. When added to the dish, each portion gains the following effect: You recover 1 point of exhaustion. If you have 4 or more exhaustion, you may roll 1d20 with a DC12 to recover an additional point of exhaustion. You may not benefit from this effect twice within 24 hours.

     

    ds.
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