Monk
Base Class: Monk

Training for years to master the culinary arts, you have transformed your body and mind to utilize an array of different teachings learned throughout the world and from countless monasteries. You are on the path of the chef, to mastery the ability to use your cooking and martial abilities to aid your allies and defend their appetites!

One of the main differences between a ordinary monk and one that follows the way of the chef, is that since chefs cook with their hands they do everything they can to keep their hands protected. Most monks following the way of the chef utilize their feet for their attacks, only relying on their hands for acrobatic maneuvers and handstands; meaning all unarmed strikes using the martial arts ability are kicks.

Open Sauté Technique

Starting at 3rd level, you are able to whip up dishes for you and your allies with any ingredients you have available to you. Different types of dishes have different effects, and each dish grants temporary hit points. The amount of hit points you get scales with your monk level.

(If certain ingredients aren't available, ask your DM if other types of foods can act as substitutes; i.e. Chicken in place of Beef for the Rice and Beef recipe) 

 

 

Level

 

Ingredients Required

 

Temporary Hit Points

 

3rd

Meat Dish: Meat, Salt, Pepper, Oil

Fish Dish: Fish, Salt, Pepper, Oil

Veggie Dish: Veggies, Salt, Pepper, Oil

 

1D4 + Monk Level

 

7th

Fried Rice: Rice, Onions, Carrots, Peas, Eggs

Shrimp Fried Rice: Rice, Shrimp, Green Onions, Eggs

Rice and Beef: Beef, Rice, Salt, Pepper

 

1D6 + Monk Level

 

11th

Drunken Noodles: Soy Sauce, Oil, Garlic, Eggs, Noodles

Stir Fried Beef: Carrots, Broth, Onions, Beef, Noodles

Veggie Ramen: Onions, Soy Sauce, Mushrooms, Garlic, Noodles

 

1D8 + Monk Level

 

15th

 

 

Hero’s Feast: No material components required. Can cast once a day

 

-

 

3-Course Bestiary

Starting at 6th level, you see each experience of prepping and cooking meals as a learning opportunity. If you are able to take down a creature and wish to prep it for a meal, make 3 survival checks. If each check is above a 10, you can create a 3-Course meal from the creature slain, granting you permanent knowledge of the weakness of that creature.

The meal must be consumed in order to gain this benefit, and does require the use of salt and oil. Only those who follow the Way of the Chef can gain the ability to ascertain the creatures weakness, even if the meal is shared with other players.

Simmering Tread

Beginning at 11th level, you begin to tap into your true potential as a martial artist. You can move across any surface or wall, unrestricted. This means that you are not effected by water, vertical walls, difficult terrain, etc., but rather your maximum movement distance. Note, that if you do use your movement and are not on a solid surface that can be stood on normally, i.e. water or a castle wall; you will sink/fall down.

Flambé Shoot

At 17th level, you gain the ability to heat up your attacks. Using your bonus action, you can spin in place rapidly, super-heating your legs. This heat adds 2d8 fire damage to all kicking attacks made for 1 minute. You can use a bonus action to cancel the heat at any time. This ability can only be used 3 times per short or long rest.

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