Base Class: Bard
In this particular college, bards learn how to combine magic, music and cuisine together. By adding your knowledge of magic with your knowledge of the stove and combining it with music, you are able to create a whole new palette of foods and effects.
One of the key elements of this college is the experimentation of magic and food, for this bards learn to temper in wild magic to create random but also more potent effects for their own spellcasting. This gives this art form a kind of random and interesting twist and makes these bards one of a kind spellcasters.
But don't think that these bards need the help of magic to cook, even without it they are masters at their art form. Able to create delicious foods, brews and even potions without the slightest mistakes, making even kings yearn for their cuisine.
Level 3: Chaotic Performance
Starting when you choose this college at level three, you begin to channel the chaos of the arcane through the music you play. Once per turn, you roll a [roll]1d20[/roll] immediately after you cast a spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Every time you roll on the Wild Magic Surge and don't roll on the table, the likely hood of rolling on the table increases, to a maximum of 15. So if you cast a spell and do not roll a 1 on your d20, the 1 increases to 2, and so on. If the effect is a spell that normally requires concentration, it doesn’t require concentration in this case, and the spell lasts for its full duration.
Wild Magic Surge
|
[roll]1d100[/roll] |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10 |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a [roll]1d10[/roll] |
|
37–38 |
[roll]1d6[/roll] |
|
39–40 |
You regain [roll]2d10[/roll] hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 |
|
53–54 |
You are immune to being intoxicated by alcohol for the next [roll]5d6[/roll] |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take [roll]4d10[/roll] lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for [roll]1d4[/roll] |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes [roll]1d10[/roll] |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended sorcery points. |
Level 3: Magical Cooking
At 3rd level, whenever you take a short rest, you can use your culinary abilities to create magical food which bolsters your allies by expending one Bardic Inspiration die.
If you use Song of Rest and use one of your Bardic Inspiration die to cook a comforting meal for your allies and yourself, the dice for Song of Rest is doubled.
Additionally you gain proficiency with Cook's Utensils, Brewer's Supplies, Alchemist Supplies and Herbalism Kit and whenever you make a skill check to cook something, brew something or create a potion, you can add your Charisma Modifier to the roll instead of the normally used ability modifier.
Level 6: Magical Medical Cooking
Starting at level 6, you have honed your magical, culinary, alchemistic, herbalism and brewing knowledge enough to include medical properties as well. Whenever you take a short rest and use the Magical Cooking class feature, all who partake gain the additional effects of the spell Lesser Restoration.
Additionally you gain Expertise with the Cooking Utensils, Brewer's Supplies, Alchemist Supplies and Herbalism Kit, and any time requirement for creating items through these tools is halved.
Level 14: Wild Magical Cooking
Starting at 14th level, your tempering of food, drinks and potions with magic has improved significantly whenever you use the Magical Cooking feature, you add to your Magical Cooking two random effects of the wild magic surge table to the food you made. You can prepare with this a certain portion of Wild Magical and a certain portion without Wild Magical Cooking for the party depending what each party member wants to eat.
For creatures that ate the Wild Magical Cooking you roll the wild magic table twice after consuming the prepared food, you roll for all creatures together not one by one. You are not allowed to look at the wild magic table and the DM decides how the effect applies to you and when.
Guidelines/Ideas for DMs:
Let effects like fireball centered on yourself or you cast magic missile or other effects like this happen as soon as they use their spellcasting instead of directly after consumption. For non spellcasters using a magical item or standing next to someone casting a spell or getting hit/affected by magic can trigger the effect.
Let effects that buff them take effect as soon as they use their spellcasting during battle or for non spell caster using a magical item or standing next to someone casting a spell or getting hit/affected by magic can trigger the effect.
Let effects that don't give you any time constraints or neither buff nor directly harm your player happen during spellcasting or directly after consumption or during social interactions or similar.
Additionally, whenever you use your song of rest (including with your Magical Cooking) during a short rest you can add your {{modifier:cha}} charisma modifier for the healing. As well everything you craft with the Cooking Utensils, Brewer's Supplies, Alchemist Supplies and Herbalism Kit has its price reduced for crafting by half and the time to craft is reduced to 1/4 of the normal crafting time.
Previous Versions
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12/23/2024 2:27:48 PM
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