Bard
Base Class: Bard

The College of Culinary Arts is made up of chefs, bartenders, some alchemists... really anyone who creates edible items with style.

This subclass is a Quixotic-Dragon production.

In order to help us improve it, please take a moment to rate it and comment your answers to the following questions:

  • Is this subclass unique enough to be justified as its own thing?
  • Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
    • If so, what?
  • Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
  • Are there any changes you would make in order to make the subclass more fun or easier to play?
  • Are there any other notes or improvements you would make to this class that were not mentioned in these questions?

Thank you for taking part in our creative process! We hope to have a refined version available soon!

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with cook's utensils, brewery supplies, and herbalism kits.

Meal Prep

Starting at 3rd level, you can prepare snacks and drinks for the next encounter when you use a short or long rest. If done during a short rest, this uses up the time you would otherwise use for Song of Rest. You can make a number of these snacks and drinks equal to your Charisma modifier (minimum 1), and they grant HP equal to your current Song of Rest die + your Charisma modifier + your proficiency bonus. Due to the fact that these refreshments been changed by magic and have no preservatives, they spoil at the beginning of your next short or long rest.

Inspiring Refreshment

Starting at 6th level, you can use one of your bardic inspiration dice to enhance your Meal Prep snacks. Immediately after a short or long rest in which you used Meal Prep, you can expend a Bardic Inspiration die to infuse one of the following effects into the food. A creature that eats the food receives the corresponding benefits (or detriments!) when the food is consumed.

Confident

The creature gains advantage on their next Charisma check or saving throw.

Dubious

Despite its delicious appearance, the creature has disadvantage on their next saving throw, skill, or attack roll.

Energizing

The creature gains an extra bonus action for the next round.

Hasty

The creature's movement speed increases by 10 for the next round, or they gain advantage on their next Intelligence check or saving throw.

Hearty

The creature either gains 1d6 temporary HP or advantage on their next Constitution saving throw.

Mighty

The creature can either gain extra damage equal to your Charisma modifier on their next attack, or advantage on their next Strength saving throw or check.

Resilient

The creature either gains resistance to one damage type for one round or advantage on their next Wisdom check or saving throw. If it grants resistance, you choose the damage type when you make the food.

Sneaky

The creature either gains a bonus to their attack roll equal to your Charisma modifier or advantage on their next Dexterity saving throw or check.

Tough

The creature gains a +2 bonus to their AC for one round.

Quick Fix

Starting at 14th level, you've come up with some new recipes... or rather, how to change old recipes on the fly to make them new. These recipes grant the following features.

  • You have advantage on survival checks to find food and water for the party.
  • When you give someone an Inspiring Refreshment, they may choose any of the benefits on the fly rather than the one you prepared. This does not apply to dubious food. No spices or magic can save dubious food.

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