So . . my DM came up with a basic house rule on this, and grabbed a hold of it and ran like a mad man. Tell me what you think:
Adventuring in the wilds, or beneath the earth, or on other planes, requires having to take care of yourself and your party. Part of this involves preparing meals, something that is usually glossed over while role playing. With a proficiency in Cooking Utensils, by cooking meals for yourself and others, you are able to grant bonuses to characters as detailed below. A proficiency in Survival Checks will aid you in the preparation of meals. Depending on the type of ingredients, the number of ingredients, the complexity of the meal, and the conditions where the preparation takes place, different DC levels and results will occur. Harvesting ingredients will also have varying DC rolls for success and failure, though these will usually be determined by the DM.
Harvesting
Agriculturally grown ingredients found on farms and harvested by the character to not require any checks to determine success or failure. Obviously, ingredients purchased in a store also do not require any rolls.
Nuts, fruits, herbs, wild onions and other ingredients found away from agricultural communities have a base DC 5 to collect without ruining the ingredients, with the DM raising or lowering this depending on conditions of the terrain, whether being helped or not, and the amount of time the character spends looking for ingredients. When searching for ingredients, it must be initially stated what types of items you are looking for, and the DM must decide a Survival Check DC to determine pass or failure depending on time spent and skill level. Stating specific items (i.e. wild onions), or looking for items not easily found in the area you are currently in, will obviously have higher DC levels.
Hunting will also require a Survival Check DC, as determined by the DM. Hunting for specific types of animals will raise this requirement, and hunting for one animal type in particular will obviously be more difficult. Once an animal (normal or magical) has been found and killed, the level of difficulty for obtaining the required meat or ingredient will be determined by the DM, though it will usually be another Survival check. The level of difficulty will depend on what part of the animal that is desired for harvesting, and the skill level of the person doing the cutting. A hind-quarter steak out of a deer or dragon is obviously easier to obtain than a liver or heart, but a liver or heart (or brain or tongue . . . or eyeball?) or other portion may grant more favorable results when the meal is eaten.
Preparation
Though a great variety of types of meals can be stated (i.e. roasted duck and grilled carrots, with roasted potatoes, or a char-broiled red dragon flank steak with roasted Phantom Flowers and garlic), the DC for success generally depends on the level of ingredients and not how many different things are prepared and how.
Basic meals, which involve one or more things like biscuits, boiled vegetables, normal meat grilled or fried meat over a fire - basic foodstuffs usually carried by adventurers - will have a DC 12 Cooking Check (A d20 roll, adding proficiency bonus) for success or failure. For all who partake of this meal, they will receive 1d6 + CON mod temporary hit points that will last 8 hours. A failure on the Cooking Check roll will bestow half the number of temporary hit points, rounded down.
Exotic meals, which involve luxury food items such as roasted fish with pine nuts and grilled vegetables, with complimenting herbs and spices, will have a DC 13 Cooking Check. A successful roll will grant 1d8 + CON mod temporary hit points and a resistance to poison, both of which will last 8 hours. A failure Cooking Check roll will only grant half the hit points and no poison resistance.
Arcane meals, which involve ingredients harvested from magical animals or plants (which have magical abilities or defenses), will have a DC 15 Cooking Check. Eating one of these meals will grant 1d12 + CON mod temporary hit points, and immunity to disease. Instead of disease immunity, a DM may also decide that a meal grants benefits regarding the specific animal that was consumed. This might look like resistances to acid damage after eating a steak taken from a black dragon, or immunity to being petrified after eating the roasted meat of a basilisk, or . . . use your imagination. A failure on the check will grant half the hit points and no immunity or other benefits.
NOTE: Eating ingredients from magical creatures and plants may have unknown side effects. These can benefit the character, or de-buff, or add comical aspects for roleplaying only. These effects, and how long they last, will be determined by the DM, though the table below can be used as the DM sees fit. The amount of food consumed, the number of meals eating the same food types, the level of magic in the creature/plant that was eaten, or even the location where the ingredient was obtained (i.e. the Feywild), should all be used to decide whether or not side effects need to be determined, and how long they might last. In the extreme, some side effects may be permanent. These effects must come with no explanation of where they came from, and will not take effect immediately upon eating.
Candles are snuffed out when you walk by
Babies cry when you are near, and become hysterical if you touch them.
You don’t cast a shadow anymore
Opposite sex are naturally repulsed by you
Bats/rats are naturally attracted to you, but they only like you about 33.3% of the time
Your eyes change to an unnatural color: roll 1d4: 1) red; 2) yellow; 3) solid black; 4) completely white.
Undead Awareness. You can sense the presence of any undead within 60′. The undead can also sense you.
Any drink you touch turns stale, or sours.
Small animals, such as mice and song birds are often found dead near you when you awake, there is no explanation.
You have True Sight (you see things as they really are, completely unaware of any illusion or attempt to disguise).
Shriveled tongue. It’s black and ungainly. You can still talk, but it sounds … off.
You are now slightly magnetic
You look exactly the same as you did before, but your family no longer recognizes you
Your 1.face 2.hands 3.arms 4.chest 5.abdomen 6.legs turn a molted grey and black and are cold to the touch
Small amounts of water (a cup or less) boil at your touch
You see an imp that no one else can see. It only follows you around, never speaking or interacting with you in any way. It is always there, within 20 feet of you.
The undead ignore you, as if you were one of them.
Your presence causes confusion in cats and dogs
You have a phobia about human corpses, convinced that if you ever touch one your soul might be sucked into it and trapped.
You need 1)eels 2)bats 3)cats 4)spiders 5)snails 6)snakes , for whatever cosmic reason you need to have one around, you will be very depressed until you find one
All cats love you, even magical or monstrous cats
No side effect whatsoever.
You are always hungry
You sleepwalk every night now. This is no fun in a dungeon
You smell like roses.
Where ever you tread on loose soil, worms rise to the surface in your steps
You smell of damp earth
You leave wet footprints everywhere you go, and are strangely always thirsty
Your blood has the same magical qualities as a potion of healing.
Your teeth and eyes are now yellowed, your fingernails a pale grey. You suffer a -1 to Charisma for the duration.
You are followed by crows and ravens when outdoors
Causes mild / average hallucinations - are believed to be true
You begin to burp occasionally (at least once per hour). Anyone within 5' of you must make a DEX save or receive 1d4 poison damage.
When in a fight, you will fight until your opponent is dead, or you are incapacitated.
Unaffected by Bless, Aid, or any curative spells
Only enters combat under extreme provocation
Gains +2 bonus on all saving throws
-2 penalty on initiative rolls
Temporarily speeds up body regeneration so as will gain 1 hit point / turn
Causes temporary deafness
Unable to concentrate for longer than a minute on any activity
Causes you to see 1d4 copies of everything unless standing still and concentrating
Drops intelligence to 8
You gain an extra attack every 6 round
Increases Dexterity score by 4 (it can go over 20)
Unable to communicate properly, stuttering when talking is important. -2 penalty to Charisma checks involving speaking
Your words come out in Abyssal (Sylvan?), though you can still understand people speaking.
When an enemy must choose who to attack, they will never attack you
You have 10% Magic Resistance against all spells
You are poisoned, and have a -1 penalty to all saving throws
Your hair turns 1)white 2)pink 3)bright blue 4)black and yellow
You grow to twice your normal size
You grow to half your normal size
You notice no effect. Everything you eat tastes like lemons
Your skin turns 1)white 2)ebony black 3)green 4)pink 5)yellow 6)blue
You begin to hear a small voice inside your head. It is of an alignment opposite to your own. It is very opinionated and quite vocal. -2 penalty on concentration checks.
You experience hot and cold flashes, every time you roll a die. Odd rolls make you feel very cold, and your character may seek out extra clothes, blankets or heat source. Even rolls make you feel hot. Your character will shed all extra clothes blankets etc and attempt to cool down however possible.
Increases Wisdom score by 4 (it can go over 20)
You become addicted to whatever magical ingredient you ate in the meal
Your teeth turn black, and fill your mouth with the taste of mud. You suffer a -1 penalty to Charisma checks if you have to speak.
Your eyes turn yellow and glow in the dark, while your pupils become vertical slits like a cat. You have True Vision for 60 feet, but your glowing eyes can be seen from 300 feet away in the dark.
Your hair falls out but grows back within 24 hours.
You can see invisible creatures within 10 feet of you, but you're not aware they are supposed to be invisible.
One random 1 level spell you know becomes a cantrip.
You grow thick, white fur over your entire body. You have advantage on saves verses Cold effects, but disadvantage verses Heat effect.
You are resistant to all forms of damage except _______. This type causes you triple the amount of damage that it normally would.
Everywhere you go, you see butterflies and flower petals floating around in the air around you.
You turn invisible, except for your 1)eyes 2)teeth 3)fingers 4)hair. The things you are carrying or wearing do not turn invisible.
You begin to float 1 inch off the ground. You cannot move horizontally without the aid of something touching the ground, or someone pushing you.
You become intoxicated, rendering a +2 to all Charisma checks, and a -2 penalty to all other checks.
Increases Constitution score by 4 (it can go over 20)
If you are in one place for more than a minute, all plants within 10' of you begin to visually grow and will triple in size within 2 minutes.
You gain 40 pounds
Your left arm is numb and doesn't respond to any attempts to use it. There is a 1 in 6 chance that it will begin to move on its own at some point. It may be simple things, like wild gestures or sudden movements, or it may work to hinder anything you are doing.
You are more vulnerable to piercing damage.
You are resistant to nonmagical bludgeoning, piercing, and slashing damage
You are resistant to attacks from creatures resembling the one you ate
Increases Strength score by 4 (it can go over 20)
Your initiative bonus is doubled
You are prone to tripping, which gives you a -2 penalty to all stealth checks
Any time you attack someone, you are overcome with grief at the damage you have caused, giving you a -2 penalty to your next attack.
Soft, green moss begins to grow out of your skin. You have a +4 to stealth attempts made in the wild, but your swim speed is reduced to 5'.
Webbing begins to grow between your fingers. This gives you a -2 penalty to all attack spells that require hand movements, but it grants you +30' to your swim speed.
While you speak, fire bursts from your mouth with every 10 word, giving anyone/anything within 5' of you, standing in front of you. 1d4 fire damage.
Your skin develops an oily surface, giving you +4 to any save attempts to keep from being grappled.
You begin to grow horns (shape and texture determined by DM). Each day, they will increase ½", until they reach a length of 12 inches. After they have gotten this long, they will fall off the next morning.
You can only communicate with animals.
You will vomit once an hour. 1)worms 2)an eel 3)spiders 4)green ooze
You cannot get drunk, no matter how much alcohol you consume.
You begin to grow a tail (shape and type determined by DM). It will grow 4 inches a day until it has reached a length of 4 feet. You can control it, and it has a strength rating of 6.
You feel uncomfortable wearing shoes. You must make a Wisdom saving throw once an hour until you remove your shoes.
You begin to sneeze, at least once every 15 minutes. You have a -1 to stealth checks. Any time you cast a spell with a vocal component, there is a 1 in 12 chance that a sneeze will interrupt your spell.
You begin to hear haunting music in the distance. It doesn't go away, but it doesn't get any louder.
You become fearful of the type of animal that you ate.
Below your knees, your legs begin to take on the shape of a goat's legs, cloven hooves and all. You gain 5 feet of jumping distance.
You begin to hear voices in your head, and probably soon notice that they are the thoughts of any animal within 15' of you. You cannot talk to them unless you have the ability from some other source.
You begin to grow large faerie wings like a butterfly, but they are not capable of helping you fly.
Your skin takes on a metallic tint (color determined by DM).
You begin to feel random emotions felt by others within 10' of you.
You grow barkskin, like the spell.
Crap, the numbers didn't cross over. If you want to use my table, you'll have to add your own numbers, 1-100.
Rollback Post to RevisionRollBack
From when D&D wasn't cool, but we played it anyway. I got started when some geeky guys where I worked invited me to play with them and I gave it a try. My first character was a human cavalier named Tara the Giant Killer. We used to play once a month on a Saturday. We would start at 7 or so in the morning, and quit somewhere around midnight. Fun times and fond memories.
First sentence should say " . .. . and I grabbed it like a mad man . . . "
Rollback Post to RevisionRollBack
From when D&D wasn't cool, but we played it anyway. I got started when some geeky guys where I worked invited me to play with them and I gave it a try. My first character was a human cavalier named Tara the Giant Killer. We used to play once a month on a Saturday. We would start at 7 or so in the morning, and quit somewhere around midnight. Fun times and fond memories.
Cela m’a l’air excellent même si je pense que les effets devraient différer selon les ingrédients. Comme j’ai beaucoup de temps libre, je vais en faire quelques pages TKT.
I am working on a list of permanent status effects for a d100 item removeable only by death, deitic interference or a true wish spell. I would like to borrow from a few of these status effects listed for it. "The deck of accidental macguffins" it would match well with things like "You now fart sparks and burp soap bubbles".
So . . my DM came up with a basic house rule on this, and grabbed a hold of it and ran like a mad man. Tell me what you think:
Adventuring in the wilds, or beneath the earth, or on other planes, requires having to take care of yourself and your party. Part of this involves preparing meals, something that is usually glossed over while role playing. With a proficiency in Cooking Utensils, by cooking meals for yourself and others, you are able to grant bonuses to characters as detailed below. A proficiency in Survival Checks will aid you in the preparation of meals. Depending on the type of ingredients, the number of ingredients, the complexity of the meal, and the conditions where the preparation takes place, different DC levels and results will occur. Harvesting ingredients will also have varying DC rolls for success and failure, though these will usually be determined by the DM.
Harvesting
Preparation
Though a great variety of types of meals can be stated (i.e. roasted duck and grilled carrots, with roasted potatoes, or a char-broiled red dragon flank steak with roasted Phantom Flowers and garlic), the DC for success generally depends on the level of ingredients and not how many different things are prepared and how.
NOTE: Eating ingredients from magical creatures and plants may have unknown side effects. These can benefit the character, or de-buff, or add comical aspects for roleplaying only. These effects, and how long they last, will be determined by the DM, though the table below can be used as the DM sees fit. The amount of food consumed, the number of meals eating the same food types, the level of magic in the creature/plant that was eaten, or even the location where the ingredient was obtained (i.e. the Feywild), should all be used to decide whether or not side effects need to be determined, and how long they might last. In the extreme, some side effects may be permanent. These effects must come with no explanation of where they came from, and will not take effect immediately upon eating.
Crap, the numbers didn't cross over. If you want to use my table, you'll have to add your own numbers, 1-100.
From when D&D wasn't cool, but we played it anyway. I got started when some geeky guys where I worked invited me to play with them and I gave it a try. My first character was a human cavalier named Tara the Giant Killer. We used to play once a month on a Saturday. We would start at 7 or so in the morning, and quit somewhere around midnight. Fun times and fond memories.
First sentence should say " . .. . and I grabbed it like a mad man . . . "
From when D&D wasn't cool, but we played it anyway. I got started when some geeky guys where I worked invited me to play with them and I gave it a try. My first character was a human cavalier named Tara the Giant Killer. We used to play once a month on a Saturday. We would start at 7 or so in the morning, and quit somewhere around midnight. Fun times and fond memories.
Cela m’a l’air excellent même si je pense que les effets devraient différer selon les ingrédients. Comme j’ai beaucoup de temps libre, je vais en faire quelques pages TKT.
Si tu le fais, hésite pas à partager, je suis curieux haha
thanks this is great! helpful for my campaign defining potluck with some firbolgs lol
I am working on a list of permanent status effects for a d100 item removeable only by death, deitic interference or a true wish spell. I would like to borrow from a few of these status effects listed for it. "The deck of accidental macguffins" it would match well with things like "You now fart sparks and burp soap bubbles".
I am so stealing this for my campaign. Thank you for sharing.