Base Class: Bard
Many bards study the arts of song, poetry, theater, and even the canvas, but bards of the college of cuisine add another, oft-forgotten discipline to this list; The art of food and cooking. These bards travel the world sampling decadent delights and searching for long-forgotten tastes in order to hone their craft. Along the way they also learn to weave magic into their cooking, creating vibrant and unbelievable flavours, or nasty side-effects.
Bards of the college of cuisine tend to be specialists of conjuration, transmutation, and illusionary magic. Learning to conjure flavourful ingredients is one of the first hurdles of this art, but transmutation is often used as a crutch by beginners, as it can turn even the most bland ingredient into a treat for the senses. Once the dish is completed, illusion magic can transform its presentation, however extravagant it began, into a masterpiece fit for only the most prestigious of kings.
Because of their special talents, bards of this college are sometimes called upon to prepare poisons or tricks built into their cuisine. While most find this corruption of their craft to be sacrilege, some take pleasure in experimenting with the magical possibilities of their foods, harmful or otherwise.
Culinary Arts
When you join the College of Cuisine at 3rd level, you gain proficiency in cook's utensils, and may double your proficiency bonus when using them. You may also use them as a spellcasting focus for your bard spells.
In addition, you learn Prestidigitation, which counts as a bard spell for you.
Rejuvenating Meal
Also at 3rd level, you may cook a meal over the course of a short rest. All friendly creatures that partake of the meal as part of the same rest gain the benefits of your Song of Rest, as well as recovering from one level of exhaustion.
Just The Appetiser
Using your cook's utensils and an action, you can spend any number of Bardic Inspiration uses to create tantalising, bite-sized appetisers. For each use of Bardic Inspiration expended you create two appetisers; These appetisers last 8 hours and can be consumed as a bonus action. When you create an appetiser, you choose what flavour it is from the following:
- Savoury. The rich savoury flavour of this appetiser satisfies even the deepest of cravings. When consumed, roll your Bardic Inspiration die; The creature is healed by the amount rolled.
- Spicy. The hot and spicy flavour of this appetiser rouses the senses. When consumed, the creature can add your Bardic Inspiration die to its next initiative rolls. This effect lasts 1 hour or until they roll initiative.
- Sweet. The sweet and sugary flavour of this appetiser provides an otherworldly sugar high. When consumed, the creature's speed increases by 10ft for 1 minute. Once consumed, you can not consume another sweet appetiser for 1 minute.
As a bonus action, you can throw any number of appetisers to a creature within 30ft, who may catch them using a reaction if they have a free hand. Otherwise, the appetisers land on the ground in the same space as that creature. You may have a number of appetisers equal to 2x your Charisma bonus active at any time; If you create more, the oldest appetisers rot and lose their magical properties.
Enchanted Seasoning
Your culinary skill and magical aptitude lends you the ability to apply several different enchantments to the foods you create. When you reach 6th level, you learn all of the enchanted seasonings from the list below. You can apply only one of these enchantments to any food or drink you can touch, magical or nonmagical, with a 10-minute ritual. Each enchantment's effects persist for up to 8 hours after it is prepared. Once you use this feature to apply one of these enchantments, you cannot apply another until you finish a short or long rest.
- Alluring Aroma. This enchantment adds an irresistible scent to the dish. Creatures within 30 feet of the dish that can smell must succeed on a Wisdom saving throw versus your spell save DC. On a failed save, the creature is enthralled by the scent for up to 1 minute, and must use all its movement on its turns to pursue and attempt to consume the enchanted item, taking no other actions besides those serving that goal. The creature can repeat its saving throw at the end of each of its turns, ending the effect on a successful save, or when it is allowed to ingest the enchanted dish.
- Pungent Poison. This enchantment twists the craft at its most base level, granting it a poisoned core, undetectable by all but magical means. A creature that ingests food or drink enchanted in this way must make on a Constitution saving throw versus your spell save DC. On a failed save, the creature takes poison damage equal to 2d10 + your bard level and is poisoned for up to 8 hours. On a successful save, the creature takes half as much damage and is not poisoned. A poisoned creature can repeat its saving throw at the end of every hour, ending the effect on a successful save.
- Rejuvenating Richness. This enchantment adds a special depth to the flavor of the dish, leaving those who eat it with a satisfying warmth that rejuvenates their spirit. A creature that ingests food or drink enchanted in this way while they are taking a long rest recovers from one additional level of exhaustion, or ends one disease or nonmagical effect on themselves. If a creature eats the dish and cannot benefit from either these effects, it instead gains a number of temporary hit points equal to your bardic inspiration die + your spellcasting modifier.
Chef's Special
You've perfected the appetisers created by your Just The Appetiser feature. When consumed, each appetiser now provides the following benefits;
- Savoury. Roll your Bardic Inspiration die twice, instead of once, when determining how much a creature is healed.
- Spicy. The spicy sensation now lasts until they roll initiative, instead of an hour.
- Sweet. The creature's speed increases by 20ft, instead of 10ft.