Bard
Base Class: Bard

Bards of the College of Culinary Magic are both powerful spellcasters and master chefs. These Bards take a more direct approach towards making their allies stronger through the meals they cook, using a variety of ingredients and weaving magic into every creation. They often work in extravagant restaurants, but many take to adventuring to find better ingredients and perfect their craft, willing to risk their lives to finally complete the perfect recipe. These Bards often find themselves attracting the attention of strong creatures hoping to taste their creations, and many form familial bonds with these creatures to gain a powerful ally to help them in their quest for culinary mastery. 

 

Level 3: Culinary Casting

You gain proficiency with Cook’s Utensils if you don't already have it and can use them as a Spellcasting Focus for your Bard spells. You always have the Purify Food and Drink spell prepared and can cast it without expending a spell slot while holding Cook's Utensils. 

 

Level 3: Magic Cooking

You can weave magic into the food you cook to provide powerful boons. You can spend 10 minutes to cook a Magic Meal with Cook’s Utensils. You can use this feature to cook a Magic Meal 3 times and you regain all expended uses when you finish a Long Rest. A Magic Meal can be consumed as an action and it’s effects last for 8 hours or until the creature consumes another Magic Meal. Magic Meals cooked with this feature spoil and lose their effects when you finish a Long Rest.

Ingredients are needed to cook your Magic Meals. There are six types of Ingredients, which can be found and harvested or purchased.

  • Common Meat - Cost less than 5 GP. Easy to find and harvest.
  • Common Plant - Cost less than 1 GP, Easy to find and harvest.
  • Valuable Meat - Cost 5 GP or more. Harder to find but often sold.
  • Valuable Plant - Cost 1 GP or more. Harder to find but often sold.
  • Rare Meat - Cost 50 GP or more. Difficult to find and harvest, and not often sold.
  • Rare Plant - Cost 25 GP or more. Difficult to find and harvest, and not often sold.

When you cook a Magic Meal you can choose up to 4 Meal Boons to add. Each Meal Boon has a specified ingredient cost which are consumed when cooking starts. You cannot chose the same boon twice. You automatically succeed at adding 2 Meal Boons but must succeed on a Performance check to add more. The DC for this check is equal to equal to 6 times the total number of boons you want the Magic Meal to have. Failure limits the total number of boons added to just 2 of the boons chosen (your choice).

 

MEAL BOON

INGREDIENTS

BOON EFFECTS

Accuracy Boon

5 Valuable Ingredients

Grants +1 to Attack Rolls. This bonus increases to +2 when you reach Bard level 14.

Efficiency Boon

1 Rare Plant + 5 Valuable Plants

Grants +1 to Spell Save DC. This bonus increases to +2 when you reach Bard level 14.

Attack Boon

5 Valuable Meats + 5 Common Plants

Grants +2 to damage rolls from attacks. This bonus increases to +3 when you reach Bard level 14.

Defense Boon

5 Valuable Plants + 5 Valuable Meats

Grants +1 to Armor Class. This bonus increases to +2 when you reach Bard level 14.

Speed Boon

2 Valuable Meats

Grants an extra 10 feet of speed. This bonus increases to 20 feet when you reach Bard level 14.

Survival Boon

1 Rare Plant + 5 Common Meats

Grants a +2 to Constitution saving throws. This bonus increases to +3 when you reach Bard level 14.

Resist Boon

2 Rare Plants

Grants Resistance to a damage type other than Force (your choice).

Mobile Boon

5 Common Ingredients

Grants a climb speed or swim speed equal to speed (your choice).

Escape Boon

1 Rare Plant + 5 Common Meats

Grants the ability to use the Disengage action as a Bonus Action.

Rush Boon

5 Valuable Meats

Grants the ability to use the Dash action as a Bonus Action.

Vicious Boon

1 Rare Meat

Grants the ability to deal an additional 1d6 Force damage with an attack one per turn. This damage increases to 2d6 when you reach Bard level 14.

Warding Boon

1 Rare Meat + 1 Rare Plant

Grants a +2 bonus to saving throws made against spells and magical effects. This bonus increases to +3 when you reach Bard level 14.

 

Level 6: Hungry Familiar

Your masterful cooking has attracted a strong creature that has agreed to become your familiar in exchange for Magic Meals. Choose a Beast or Monstrosity that is Challenge Rating 1 or lower. The creature must be Large or smaller, and cannot be a Swarm or have a Fly speed. The maximum CR for your Hungry Familiar increases by 1 when you reach Bard levels 10 and 14 (to a maximum of CR 3). When your level in this class increases, you can magically evolve your current Hungry Familiar into a different creature that meets the requirements. Your Hungry Familiar follows you and responds to your verbal commands (no action required) but will run to safety and not engage in combat unless called on.

The Familiar in Combat. As a Magic action you can expend a spell slot of level 3 or higher to call your Hungry Familiar to aid you in combat for 10 minutes. In combat, the familiar acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the familiar acts on its own and isn’t limited to the Dodge action.

Restoring or Replacing the Familiar. If your Hungry Familiar dies, you can expend a spell slot to perform a 10-minute ritual to revive it with half its maximum Hit Points. Alternatively, you can acquire a new Hungry Familiar the next time you cook a Magic Meal after finishing a Long Rest. 

Feeding the Familiar. When you use your Magic Cooking feature you can cook 2 Magic Meals instead of one, but the second meal you cook can only be consumed by your Hungry Familiar. Your familiar will not respond to your call in combat if you have not fed it a Magic Meal within the last 24 hours.

 

Level 14: Magic Feast

You have learned to infuse the magic of your spells into a great feast for your allies. You can use Cook's Utensils to perform a 10-minute ritual to cook a Magic Feast. Choose a spell you have prepared of level 3 or lower to infuse into the feast. The spell cannot have a Material component that is consumed by the spell. You must expend the appropriate level spell slot for the spell. Cooking the feast requires 1 Rare Meat per creature the feast will be able to feed (up to 5) and a number of Valuable Ingredients equal to 5 times the level of the spell. The feast will spoil and lose its effects after 1 hour. 

For 8 hours, creatures who consume food from the feast can cast the chosen spell once without expending a spell slot. The spell uses your spell attack bonus and save DC, and the spell treats the creature who cast it as the caster for all other purposes.

Once you use this feature you cannot use it again until you finish a Long Rest.

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