Most artificers spend their lives trying to construct a grand work which will stand for generations. For culinarians, satisfaction comes from carefully crafting the most nutritious and delicious food and drink for themselves and their companions. Creating such masterworks often require rare ingredients that must be sought and hunted from beyond the edge of civilization.
Culinarian Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Goodberry, Hail of Thorns
5th
Gentle Repose, Locate Animals or Plants
9th
Conjure Barrage, Create Food and Water
14th
Aura of Life, Dominate Beast
17th
Commune with Nature, Conjure Volley
Tools of the Trade
When you choose this school at 3rd level, you gain proficiency in Cook’s Utensils or Brewer’s Supplies (your choice) and can use the chosen tool as a spellcasting focus for casting your artificer spells.
Hunter Gatherer
Also at 3rd level, you have a distinct eye for tracking and procuring ingredients. You gain proficiency in the Survival skill. You also gain proficiency with martial ranged weapons.
Nature’s Gifts
You are able to quickly prepare empowering meals to strengthen and revitalize your allies. Starting at 3rd level, whenever you or any friendly creatures regain hit points at the end of the short rest by spending one or more Hit Dice, each such creature regains an extra 1d4 hit points.
If you complete this rest in a natural environment, you can forage up extra components from your surroundings as part of the meal, granting additional benefits to any creature who regains hit points from this feature. The benefit depends on which type of environment you complete the rest in.
Arctic. You have advantage on saving throws against extreme cold
Coast. You gain a swim speed equal to your walking speed.
Desert. You have advantage on saving throws against extreme heat.
Forest. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Grassland. You gain 1d4 temporary hit points.
Mountain. You gain a climbing speed equal to your walking speed. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Swamp. You have advantage on saving throws against poison and disease
Underdark. You gain darkvision out to a range of 30 feet. If you already have darkvision, it is extended by 30 feet.
This benefit lasts until the creature completes a long rest or regains hit points from this feature again.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exotic Gifts
Starting at 9th level, creatures which benefit from your Nature’s Gifts feature regain 2d4 extra hit points instead of 1d4. Additionally, if you have the corpse of a creature which has been dead for no more than 24 hours (or which is under the effect of a Gentle Repose spell), you can prepare it as part of your meal provided it is not a construct, elemental, humanoid, or undead. Choose one sense, speed, or trait belonging to it, which cannot be Legendary Resistance or any which grants access to additional actions. Any ally who regains hit points from your Nature’s Gift feature also gains that sense or trait, which lasts until it completes a long rest or benefits from this feature again.
For example, if you have the body of a Brown Bear, each creature which regains hit points could gain the Keen Smell trait. If you have the body of a Shambling Mound, each creature could gain a swim speed of 20 feet, blindsight out to 60 feet, or its Lightning Absorption trait. A creature's corpse is reduced to nothing after being used for this feature.
Feast of Champions
You can assemble the finest ingredients to bolster those who consume your creations. At 15th level, while holding your Cook’s Utensils or Brewer’s Supplies, you can cast Heroes' Feastusing this feature, without providing the material component. When cast this way, you can add your Intelligence modifier to the amount each creature's hit point maximum is increased by the spell. After you have cast the spell this way, you cannot do so again for 1d4 days.
Interesting, though I'm not personally a fan of how range-focused it is. If I'm playing a chef, I'd want to smack enemies with my frying pan not use a bow and arrows.
Interesting, though I'm not personally a fan of how range-focused it is. If I'm playing a chef, I'd want to smack enemies with my frying pan not use a bow and arrows.
Thats fair. I thought about shifting it back to a melee focus and then giving it some other ability called Slice & Dice. But, a frying pan is arguably an improvised weapon, so you dont need any extra proficiencies (beyond tavern brawler) to use it.
The inspiration behind giving it the ranged weapon focus was a) since they would likely need to hunt for their ingredients, I wanted them to be able to use bows, crossbows, and nets and b) since the Battle Smith artificer feels likes a "paladin lite" I wanted something that felt more like a "Ranger lite".
You could still make a melee focused artificer work for this build pretty easily, youd just need to get proficiencies from somewhere else if you wanted martial melee weapons. Conjure Barrage / Volley can still be used even if all you do is carry an arrow on your person at all time to toss in the air when needed.
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Interesting, though I'm not personally a fan of how range-focused it is. If I'm playing a chef, I'd want to smack enemies with my frying pan not use a bow and arrows.
Thats fair. I thought about shifting it back to a melee focus and then giving it some other ability called Slice & Dice. But, a frying pan is arguably an improvised weapon, so you dont need any extra proficiencies (beyond tavern brawler) to use it.
The inspiration behind giving it the ranged weapon focus was a) since they would likely need to hunt for their ingredients, I wanted them to be able to use bows, crossbows, and nets and b) since the Battle Smith artificer feels likes a "paladin lite" I wanted something that felt more like a "Ranger lite".
You could still make a melee focused artificer work for this build pretty easily, youd just need to get proficiencies from somewhere else if you wanted martial melee weapons. Conjure Barrage / Volley can still be used even if all you do is carry an arrow on your person at all time to toss in the air when needed.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!