It's pretty cool, very neat flavour. Just a couple notes:
"If the improvised weapon has a special feature that could be realistically applied in combat, such as a cleaver's sharpness or a frying pan's heft, the DM may allow you to add an additional 1d4 damage of the appropriate type." <- this is unnecessary, if something is up to the DM it is up to the DM and isn't a class feature anymore.
"Improvised Weapon Mastery: When using an improvised weapon, such as a frying pan, rolling pin, meat cleaver, or any other kitchen-related tool, you can treat it as a proficient weapon."
and this:
"Culinary Precision: When you make an attack with an improvised weapon, you can add your proficiency bonus to the attack roll and damage roll, even if you would not normally be proficient with improvised weapons."
Seem to be redundant. If you are proficient in improvized weapons you add your proficiency bonus to the attack roll. Also why does the latter have you add your proficiency bonus to the damage roll? Is that supposed to replace Fighting Style and you will rule that Fighting Styles don't apply to your improvized weapons?
"Master of the Culinary Arsenal" - This seems to just be duplicating Fighter class features for improvised kitchen weapons. Are you sure this is the route you want to take? You could easily just homebrew your kitchen utensils as actual weapons, or just reflavour existing weapons as kitchen utensils to have the Fighter class features automatically apply to them. E.g. you could use a Mace but flavour it as a frying pan, a Dagger or Shortsword could be a kitchen knife, a Club would be a rolling pin etc...
"Monster Feast" - This likewise seems to be mostly up to the DM as there are hundreds of monsters and only a handful of listed examples, and seems like it would make more sense as a whole game subsystem rather than a subclass feature.
Defiantly got to change the wording on the text to get the "mother-may-I" out. You make an excellent point.
Improvised Weapon Mastery:/Culinary Precision: Thank you for pointing out the redundancy here. I'll fix it in the next version.
"Master of the Culinary Arsenal" - Hmmm. On the one hand I want to make sure the player can accesses the fighters mastery property with kitchen untenses, whether they have the utensils always equipped or just happen to pick them up while fighting, but maybe I need to think about it another way and give improvised weapons their own mastery system.
I was thinking of a system for more of a barbarian called Smash, Bash or Crash where the player could chose to destroy the improvised weapon for the indented effect. Smash doing double damage, Bash being a push option, and Crash being like a topple option. Maybe that would work better here. It would make using improvised weapons feal more chaotic.
"Monster Feast"- I like the inherent story hook of this feature but I realistically see it going down one of two ways. The DM waves the material component requirement, or the players just shop for the components in town they way they would shop for spell components.
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https://www.dndbeyond.com/subclasses/2240971-warrior-chef
Playing around with my first subclass and I wanted opinions. This is made for the 2024 fighter and is for an upcoming solo campaign.
Let me know what you think.
It's pretty cool, very neat flavour. Just a couple notes:
"If the improvised weapon has a special feature that could be realistically applied in combat, such as a cleaver's sharpness or a frying pan's heft, the DM may allow you to add an additional 1d4 damage of the appropriate type." <- this is unnecessary, if something is up to the DM it is up to the DM and isn't a class feature anymore.
"Improvised Weapon Mastery: When using an improvised weapon, such as a frying pan, rolling pin, meat cleaver, or any other kitchen-related tool, you can treat it as a proficient weapon."
and this:
"Culinary Precision: When you make an attack with an improvised weapon, you can add your proficiency bonus to the attack roll and damage roll, even if you would not normally be proficient with improvised weapons."
Seem to be redundant. If you are proficient in improvized weapons you add your proficiency bonus to the attack roll. Also why does the latter have you add your proficiency bonus to the damage roll? Is that supposed to replace Fighting Style and you will rule that Fighting Styles don't apply to your improvized weapons?
"Master of the Culinary Arsenal" - This seems to just be duplicating Fighter class features for improvised kitchen weapons. Are you sure this is the route you want to take? You could easily just homebrew your kitchen utensils as actual weapons, or just reflavour existing weapons as kitchen utensils to have the Fighter class features automatically apply to them. E.g. you could use a Mace but flavour it as a frying pan, a Dagger or Shortsword could be a kitchen knife, a Club would be a rolling pin etc...
"Monster Feast" - This likewise seems to be mostly up to the DM as there are hundreds of monsters and only a handful of listed examples, and seems like it would make more sense as a whole game subsystem rather than a subclass feature.
Thank you I appreciate you looking at this.
Defiantly got to change the wording on the text to get the "mother-may-I" out. You make an excellent point.
Improvised Weapon Mastery:/Culinary Precision: Thank you for pointing out the redundancy here. I'll fix it in the next version.
"Master of the Culinary Arsenal" - Hmmm. On the one hand I want to make sure the player can accesses the fighters mastery property with kitchen untenses, whether they have the utensils always equipped or just happen to pick them up while fighting, but maybe I need to think about it another way and give improvised weapons their own mastery system.
I was thinking of a system for more of a barbarian called Smash, Bash or Crash where the player could chose to destroy the improvised weapon for the indented effect. Smash doing double damage, Bash being a push option, and Crash being like a topple option. Maybe that would work better here. It would make using improvised weapons feal more chaotic.
"Monster Feast"- I like the inherent story hook of this feature but I realistically see it going down one of two ways. The DM waves the material component requirement, or the players just shop for the components in town they way they would shop for spell components.