0% found this document useful (0 votes)
984 views10 pages

The Cook Class 5e

Uploaded by

fabio.pzz3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
984 views10 pages

The Cook Class 5e

Uploaded by

fabio.pzz3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

Cook

A
half-orc throws a perfectly seasoned chicken leg Bold adventurers come with bold tongues, and they are the
at his dwarven friend, lands it directly in her only hope of an end to a cook’s journey. True cooks offer their
mouth. As a horde of goblins charge the dwarf, services only to those proven worthy of the food they will
she begins nibbling, her arms swell, and she prepare. Adventurers rip the essence out of life, and cooks
swipes away three of the charging goblins with take that essence and throw it in their pot. Cooks will keep
a single swipe of her shield. The half-orc wipes these adventurers alive and fed until their personal quests
his greasy hands on his apron and smiles. find completion.
A halfling stares a dragon down over a mile of open field.
As the dragon inhales deeply, she pulls out a roasted pepper Creating a Cook
and chomps down. She begins to sweat profusely. The As you create your cook, keep in mind how your character got
dragon breathes fire, and the halfling charges straight on into the gourmet arts. Were they a hired hand that learned
through. too quickly in the kitchen and developed an insatiable ego?
A human mixes the contents of a boiling pot and looks Were they taught by a family member or a close friend and
around at all his friends, tired and spent, but he’ll see to it thus have a sentimental approach to their craft? Were they
that that doesn’t last too long. thrust into cooking out of necessity, living on their own in
Cooks are the much-forgotten caretakers of every band of harsh conditions trying to squeeze vitality out of their barren
heroes, for a dragon-slaying barbarian can always die of surroundings?
hunger. Through tasty foods cooks strengthen their allies and A cook may begin their culinary studies in family kitchens
debilitate their foes, commanding incredible control over any or tiny inns, but they will soon realize that to progress means
battle. to move on from these dead ends. Most cooks will find
Food as Craft employ with adventurers, allies that the cook can trust for
safety and for feedback. Every great cook needs a couple of
Anyone can throw meat atop a fire, but only cooks can make critics.
that meat sing. Just as an artist can watch a child paint their
house, so too does the cook look at the typical kitchen. They Quick Build
may laugh or smile or even snarl at the naivety presented, but You can make a cook quickly by following these suggestions.
they all recognize it as simple, basic. Meals are more than a First, make Constitution your highest ability score, followed
collection of ingredients to a cook. by Dexterity. Second, choose the Guild Artisan background.
Every creature is suffused with the same magical energy Third, choose the Hard Bread, Invigorating Juices, and
that binds the multiverse together. Cooks have, knowingly or Packed Protein morsels.
unknowingly, learned to tap into the magic of creatures
through food, the source of their vitality, and cooks use their
craft to shape it. Class Features
Their talents put cooks above the common people, and As a Cook, you gain the following class features.
that’s where you’ll find them: Some traveling with
adventurers who’ve wrestled with giants, giving those Hit Points
adventurers the power to succeed. Some see their bodies as Hit Dice: 1d8 per cook level
test subjects, formulating dietary plans to improve Hit Points at 1st Level: 8 + your Constitution modifier
themselves beyond the normal limits of their species. Some Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
even find a way to take advantage of the senses, and create modifier per cook level after 1st
food that is not meant to improve but to hinder, to weaken, to
destroy. Cooks understand how finely tuned a body is, Proficiencies
especially once you get inside it, and they know how to make Armor: Light armor, medium armor
or break it. Weapons: Simple weapons, hand crossbows, longswords,
rapiers, shortswords
A Life of Servitude Tools: Cook’s utensils
Cooks are on a constant search, a search for the perfect Saving Throws: Constitution, Charisma
flavor, the best diet, the choicest ingredients. The meeker Skills: Choose three from Animal Handling, Arcana,
ones find employ with wealthy manors or in gritty taverns, Athletics, Medicine, Nature, Performance, Persuasion,
but the ones with ambition know that their search could not Sleight of Hand, and Survival
end in a stuffy kitchen beholden to the bland tastes of big
wigs and commoners.

Design by Sam Grierson


The Cook
Level Proficiency Bonus Features Morsels
1st +2 Cook's Bag, Morsels, Smelling Salts 3
2nd +2 Expertise 3
3rd +2 Cook Archetype 4
4th +2 Ability Score Improvement 5
5th +3 Rotund Reflection 6
6th +3 Cook Archetype Feature 7
7th +3 Order Up, Smelling Salts Improved 8
8th +3 Ability Score Improvement 9
9th +4 Expertise, Iron Stomach 10
10th +4 Cook Archetype Feature, 11
11th +4 Order Up Improved 12
12th +4 Ability Score Improvement 12
13th +5 Smelling Salts Improved 13
14th +5 Cook Archetype Feature 13
15th +5 Soul of Food 14
16th +5 Ability Score Improvement 14
17th +6 Fulfilling Meal 14
18th +6 Cook Archetype Feature 15
19th +6 Ability Score Improvement 15
20th +6 Leftovers 15

Equipment Morsels
You start with the following equipment, in addition to the Years of cooking have taught you that every meal has that one
equipment granted by your background: perfect bite, a morsel where all the ingredients mix together
(a) a longsword or (b) a hand crossbow and 20 bolts into something truly special. You have learned how to instill
(a) leather armor or (b) scale mail this morsel with magical effects dependent on the ingredients
(a) two daggers or (b) two light hammers of the morsel. Creatures that ingest your morsels are given
(a) an explorer’s pack or (b) a scholar’s pack these effects.
Cook’s Utensils and a Cook’s Bag Choose three morsels of your choice, detailed at the end of
the class description. These are the morsels that you can
Alternatively, you could begin with starting wealth of 4d4 x 10 prepare. A creature may only be under the effects of one
gp and purchase starting items of your choice. morsel at a time. If a creature is under the effects of a morsel,
and they ingest another morsel, the original effect is removed.
Cook's Bag You learn how to prepare additional types of morsels as
you level as detailed in the Cook Table. Each time you gain a
At first level, you craft a Cook's Bag, a bag that magically level, you may replace one morsel you know with a different
preserves not only your morsels (described below), but also one.
the ingredients required to make them. You may cook a number of morsels equal to your
You must replenish these ingredients at least once every 30 Constitution modifier every short or long rest. You may cook
days. When you do so, you can buy 10 gp worth of food from the same type of morsel more than once. All morsels are
a market, or you can spend 8 hours scavenging food from stored in your Cook’s Bag and expire if taken out for longer
your surroundings. than 6 seconds, or the next time you cook morsels.
If you lose this bag, you can create a new one by expending You may reach into your Cook’s bag, pull out a morsel, and
100 gp worth of leather, gems, and other raw materials. feed it to a conscious creature you can touch as an action.
Doing so takes 8 hours of work. You must have a free hand to reach into your Cook's Bag.

Design by Sam Grierson


Saving Throws. Some of your morsels require your target to Rotund Reflection
make a saving throw to resist the effect. The saving throw DC
is calculated as follows: At 5th level, you gain the ability to repel enemies that attack
you. Your stomach is of utmost importance, and you have
Morsel save DC = 8 + your proficiency bonus + your toned your belly to be tough and somewhat gelatinous. When
Constitution modifier a Large or smaller creature within 5 feet of you hits you with
Creatures who do not have mouths or analogous orifices can a melee attack, you can use your reaction to cause the
still be affected by your morsels. Mere contact with your creature to make a Dexterity saving throw against your
morsels imparts a weakened effect. If a creature cannot Morsel save DC. On a failed save, their speed becomes 0 until
ingest your morsel, it has advantage on any saving throws it the end of the turn, and they are either pushed 10 ft. away
makes against the morsel's effect. from you or knocked prone (your choice).
Order Up
Smelling Salts
At 1st level, you discover the perfect mix of spices to create Beginning at 7th level, when you make morsels during a long
such a visceral and powerful assault on the nose as to break a rest, you can make a number of additional morsels equal to
creature from its stupor. As a bonus action you can wave your Constitution ability modifier, none of which may have
these spices under the nose of a charmed or frightened prerequisites.
creature that you can touch. If the creature has made a saving At 11th level, you can make these additional morsels
throw against their condition, they may repeat that saving during a short rest as well as during a long rest.
throw now, ending the condition on a success. The creature Iron Stomach
may only repeat the saving throw for one condition they have
per use of this feature. At 9th level, a lifetime of eating any and all sorts of foods has
At 7th level, you may use this feature on a stunned prepared your stomach for any and all assaults. You are
creature. immune to any ingested poisons and the poisoned condition.
At 13th level, you may use this feature on a paralyzed
creature. Soul of Food
At 15th level, you have attuned your body's life force to the
Expertise nourishing energies of the world. You can cast Create Food
At 2nd level, choose two of your skill proficiencies, or one of and Water once with this feature and regain the ability to do
your skill proficiencies and your proficiency with cook's so when you finish a long rest. When you do so, the food you
utensils. Your proficiency bonus is doubled for any ability create is not bland, but flavorful and enjoyable. The food also
check you make that uses either of the chosen proficiencies. does not spoil for 1 week.
At 9th level, you can choose two more of your proficiencies In addition, if you make morsels, and you have no
(in skills or with cook's utensils) to gain this benefit. ingredients left, you conjure the necessary ingredients as part
of making the morsels.
Cook Archetype
At 3rd level, you choose an archetype that you emulate in the Fulfilling Meal
exercise of your cook abilities. Mess Sergeant, Sous Chef, or At 17th level, whenever you feed a morsel to a creature that
Hash Slinger, all detailed at the end of the class description. you have shared a long rest with (including yourself), you can
Your archetype choice grants you features at 3rd level and double the duration of the morsel’s effect.
then again at 6th , 10th, 14th, and 18th level.
Leftovers
Ability Score Improvement At 20th level, when you roll initiative and have no morsels left,
When you reach 4th level, and again at 8th, 12th, 16th, and you conjure one morsel that you know how to prepare inside
19th level, you can increase one ability score of your choice your Cook's Bag.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.

Design by Sam Grierson


Monkey’s Brains. The well-seasoned brains of the world’s
Cook Archetypes most capable simians. Within the next 10 minutes, the target
Once a cook has set out on their journey, they must decide may automatically succeed on one saving throw of its
what it is about food that excites and drives them. How do choosing. The target may choose to succeed after rolling the
they measure the success of a dish? Do they measure it by the saving throw, but before the outcome is determined.
flavor it possesses? By the effect it has on the body, good or
bad? It is only once a cook has developed a standard to judge Mess Sergeant
themselves by that they can truly come into their own. The archetypal Mess Sergeant believes in a stringent diet,
complete control over what goes in and out of one’s body.
Sous Chef They seek bodily perfection through a calculated input of just
The archetypal Sous Chef believes that their allies are more the right nutrients.
than worthy of their cooking. They have proven that their Never Satisfied
stomachs can handle what the Sous Chef gives them, and At 3rd level you gain the ability to eat very quickly. When you
theirs are the only tongues that the Sous Chef trusts besides would ingest a morsel, you can do so as a bonus action.
their own. Additionally, your healthy appetite bolsters your health.
We Deliver Your hit point maximum immediately increases by 3 and
At 3rd level, you become so tenacious about having your allies increases by 1 whenever you gain a level in this class.
test your food that you learn how to deliver your morsels as Raucous Belch
quickly as possible, even at range. If you are within 60 feet of At 6th level, you gain the ability to release a loud and odorous
a willing creature that you can see, you can reach into your burp that taunts your foes. As an action you can have each
Cook’s Bag, pull out a morsel, and throw it into the creature’s hostile creature in a 10 foot cone originating from you make
mouth as an action. They ingest it immediately. a Wisdom saving throw against your Morsel save DC. On a
Additionally, when you feed a morsel to a willing creature failed save, the target(s) have disadvantage on attack rolls
that you can touch (other than yourself), you may do so as a against all creatures other than you until the start of your
bonus action. next turn.
Secret Sauce You can use this feature a number of times equal to your
At 6th level, you create a signature sauce that you dab onto all Constitution modifier (minimum of once). You regain all
of your morsels. Whenever you feed a morsel to a friendly expended uses when you finish a long rest.
creature, it regains a number of hit points equal to your Sturdy Stomach
Constitution modifier. At 10th level, you may be under the effects of two morsels at
Aromatic Sweat the same time.
At 10th level, a lifetime of culinary delights has infused the If you are under the effect of two morsels and ingest a third,
sweat in your pores with a thousand revitalizing smells that you lose one of your original effects (your choice).
stir your companions to action. As an action you can expel Strict Diet
these smells in one powerful wave. All friendly creatures At 14th level your diet optimizes your body beyond its normal
(including yourself) within 30 feet of you that you can see limits. Choose Strength, Dexterity, or Constitution. Increase
regain a number of hit points equal to your Cook Level, and the ability score of the chosen ability by 2, and the limit for
they can each immediately use their reaction to make a single that ability score becomes 22.
weapon attack.
Once you use this feature, you must finish a long rest Legendary Morsel
before you can use it again. At 18th level, you gain the ability to make the following
Magnificent Meal morsel when you take a long rest. When you do so, you may
Beginning at 14th level, you can prepare a magical feast that make only one. It does not expire until your next long rest.
strengthens both body and will. You gain the ability to cast the Crytalline Heart. The heart of a rock candy giant. For 1
Heroes' Feast spell. When you do so, you replace the material minute, if the target’s total for a Strength, Dexterity, or
components of the spell with fine foods worth at least 500 gp, Constitution ability check or saving throw is less than their
which the spell consumes. score for the ability being checked, they may use that score in
Once you cast Heroes' Feast in this way, you can not do so place of the total.
again until you have finished a long rest.
Legendary Morsel
At 18th level, you gain the ability to make the following
morsel when you take a long rest. When you do so, you may
make only one. It does not expire until your next long rest.

Design by Sam Grierson


Hash Slinger Brewmeister
The archetypal Hash Slinger believes more in the scientific Where most would see only the danger or the fun in the
aspect of food than in the art of it. Food is the fuel, and the world's most common vice, the Brewmeister sees potential.
body is the fire. If you can control the fuel, you can control the Specialists in booze, they study the liquors and ales of the
fire. world, each invested with the power of its place, to better
craft their own extraordinary brew.
Bonus Proficiencies
When you become a Hash Slinger, you gain proficiency with Spiked Morsels
martial weapons. At 3rd level, you become an expert in alcohol, its benefits,
detriments, and you know how to work it into any morsel you
We Deliver Death prepare.
At 3rd level, you gain the ability to feed your enemies at You gain proficiency with Brewer's supplies.
range. If you are within 60 feet of a hostile creature that you Additionally, when you prepare a morsel, you can choose to
can see, you can reach into your Cook’s Bag, pull out a spike it. You can feed more than one spiked morsels to the
morsel, and throw it into the creature’s mouth or analogous same creature, and when you do so, the morsels' effects
orifice as an action. They ingest the morsel immediately. stack, so long as you do not feed the same type of morsel to
the same creature.
Extra Attack If you feed more than one spiked morsel to the same
Beginning at 6th level, you can attack twice, instead of once, creature, they become intoxicated. An intoxicated creature is
whenever you take the Attack action on your turn. immune to the charmed and frightened conditions.
One minute after becoming intoxicated, a creature loses all
Horrific Stench effects gained from morsels, and they become hung over.
At 10th level, your food-based experiments have weaved a Once hung over, a creature can't move or take actions until
sickening and distracting smell into your body that releases the end of its next turn.
when you're in danger. Whenever a hostile creature within 10
feet of you must make a saving throw, they subtract 1d4 from Drunken Stumble
the saving throw. Beginning at 6th level, you start to manipulate your alcoholic
additions to provide added benefits to intoxicated creatures.
Noxious Strike Creatures intoxicated by you increase their speed by 10
At 14th level when a creature makes a saving throw against feet, and other creatures have disadvantage on opportunity
one of your morsel's effects, you can impose disadvantage on attack rolls against them.
the roll. Once you use this feature, you must finish a short or
long rest before you can use it again. Boozy Yield
At 10th level, your brew relaxes the muscles, softening the
Legendary Morsel blow of certain assaults.
At 18th level, you gain the ability to make the following Creatures intoxicated by you gain resistance to
morsel when you take a long rest. When you do so, you may bludgeoning damage.
make only one. It does not expire until your next long rest.
Bubbly pill. This Carbon dioxide infused morsel dissolves Angry Drunk
in the target’s stomach, building up pressure inside their At 14th level, you craft your booze to create a frenzied buzz.
body. The target makes a Constitution saving throw. On a Once per turn, when a creature that you have intoxicated
failed save they are poisoned and their speed is halved until hits a creature with a weapon attack, they can add your
the end of your next turn. Whether the save is successful or Constitution modifier to the damage roll.
not, if the target is killed within 1 hour, it explodes. All
creatures within 10 feet of the target must make a Dexterity Legendary Morsel
saving throw. On a failed save they take 10d6 force damage if At 18th level, you gain the ability to make the following
the target was Medium sized or smaller, and 5d6 extra force morsel when you take a long rest. When you do so, you may
damage for each size category larger than Medium, or half as make only one. It does not expire until your next long rest.
much on a successful save. Master Brew. A hard, fine liquor. When ingested, the target
immediately becomes intoxicated for 10 minutes. When this
intoxication ends, the target does not become hung over.
Monster Masher Fiend. You have advantage on all Charisma and
Intelligence checks and saving throws.
Most cooks stumble upon the physical power of vitality, or Giant. You gain the benefits of the Enlarge spell.
perhaps they simply feel its power in their gut. Monster
Mashers cannot stand this ignorance and thus determine to Vital Observance
study the vitality that gives their morsels power. They study At 14th level, your study of the vital essence of creatures
all kinds of life, and are always happy to experiment on the allows you to see its ebb and flow, giving you insights into
living and the dead. creatures you observe closely.
If you observe a creature for 1 minute, you learn if it has
Vital Harvest any vulnerabilities, immunities, or resistances and what they
At 3rd level, you learn that there is a power left in creatures are. You need only to be able to see the creature for the
recently killed. Those last moments where the threat of death duration of the minute to gain this knowledge. You cannot
brings a creature to full and utmost life. The vital essence of a observe more than one creature during this minute.
creature killed in this state lingers, but must be harvested You can gain knowledge using this feature a number of
and preserved quickly to be taken advantage of. times equal to your Constitution modifier (minimum of once).
If you or an ally kills a hostile creature with a challenge You regain all expended uses when you finish a long rest.
rating of 1 or more, and the creature's body is not destroyed,
you can harvest meat from the body for a special meal if it is Legendary Morsel
of a type you know how to cook (described below). Harvesting At 18th level, you gain the ability to make the following
this meat takes 1 hour, and you have 24 hours after killing the morsel when you take a long rest. When you do so, you may
creature to harvest the meat before the vital essence fades. make only one. It does not expire until your next long rest.
You keep this meat in your Cook's Bag until you are ready Vital Meat. A bite of one of your harvests. When prepared,
to prepare it. You can only have one of these meats in your choose one of the effects listed in your Vital Harvest or
Cook's Bag at a time. As part of a long rest, you can prepare Emboldened Harvest features. When this morsel is ingested,
the special meal from this meat. Up to 5 creatures can the target gains the chosen effect for 1 minute.
partake of the meal as part of the same long rest. These
creatures gain a benefit depending on the creature type from
which the meat came. This benefit lasts for 8 hours after the Morsels
long rest. If a morsel has prerequisites, you must meet them to learn it.
Beast. Your current and max hit points increase by 10. You can learn the morsel at the same time that you meet its
Monstrosity. You have advantage on Strength, Dexterity, prerequisites.
and Constitution saving throws against magic.
Ooze. You gain blindsight out to a range of 10 feet. Almond Milk
Plant. While you are standing in direct sunlight, you have Warm almond milk sprinkled with nutmeg. When ingested, it
advantage on Strength and Constitution checks, and prepares the body for sleep. The target must make a
whenever you would regain hit points, treat any dice rolled as Constitution saving throw. On a failed save, they will fall
having rolled their maximum value. unconscious in 1 minute and remain unconscious for 10
minutes. They wake early if they take any damage or if a
Autonomous Bag creature spends an action to shake or slap them awake.
At 6th level, you modify your Cook's Bag to use the vitality Creatures that do not need to sleep are unaffected by this
coursing through a recently taken piece of flesh to cook it into morsel.
a morsel.
When you deal slashing damage to a hostile creature that Carrot Casserole
isn't a humanoid, celestial, undead, construct, or fey, with a Carrots cooked with a dozen herbs and spices. When
melee weapon attack, you can cut off a chunk of meat and ingested, it improves eyesight. The target gains darkvision out
place it in your Cook's Bag as part of the same attack. The to a range of 60 feet for 8 hours. If the target already has
chunk is immediately seasoned and cooked into a morsel by darkvision, increase its range by 60 feet.
your Cook's Bag.
When this morsel is ingested, the target regains hit points Cow Innards
equal to 1d12 + your Constitution modifier. You can't have A delectable treat that smells terrible. When ingested, it gives
more than one morsel of this type in your Cook's Bag at a the body disgusting breath. The target must make a
time. Constitution saving throw. If it fails, the target has
disadvantage on all Charisma checks, and creatures cannot
Emboldened Harvest be charmed by the target for 10 minutes. If any creatures
Beginning at 10th level, you open your eyes to creatures who, were charmed by the target when it ingested the morsel, they
previously, you were too awed or frightened by to even are no longer charmed.
consider turning into food, but those hang ups have left you
now. You can harvest meat from the following creature types
for use with your Vital Harvest feature.
Aberration. You gain darkvision out to a range of 60 feet
and telepathy out to a range of 60 feet.
Dragon. You gain a flying speed of 60 feet. If you end your
turn in the air, and nothing is keeping you aloft, you fall.

Design by Sam Grierson


Flavored Ice Sugar Crystals
Cream cold as ice. When ingested, it creates a brain freeze. A string of crystallized sugars. When ingested, it overcharges
The target must make an Intelligence saving throw. On a the cells. The target’s speed increases by 5 feet for 10
failed save, it takes 1d6 cold damage and if the target is minutes.
concentrating on a spell, double the DC for the Constitution This bonus increases when you reach certain levels in this
saving throw it must make to maintain concentration as a class: 5th level (10 feet), 10th level (15 feet), 15th level (20
result of this damage. On a successful save it takes half as feet) and 20th level (25 feet).
much damage but the DC is still doubled.
The morsel's damage increases by 1d6 when you reach Braised Rabbit
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th Prerequisites: 7th level
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level A rabbit haunch cooked with wine and herbs. When ingested,
(7d6). it instills the body with a springy dexterity. The target gains
Hardened Bread the effect of the Jump spell for 1 hour.
Bread baked to be harder than stone. When ingested, it Buttered Trout
breaks into chunks and clogs the throat. The target must Prerequisites: 7th level
make a Strength saving throw. On a failed save, it takes 1d6
bludgeoning damage and has disadvantage on attack rolls Trout coated in butter. When ingested, it seizes the lungs and
until the end of its next turn. On a successful save, the reworks the body's breathing apparatus. The target gains the
creature takes half as much damage and doesn't have effect of the Water Breathing spell for 1 hour. The target also
disadvantage. gains a swim speed equal to their movement speed for the
The morsel's damage increases by 1d6 when you reach duration.
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level Roast Pheasant
(7d6). Prerequisites: 7th level
Herbal Grey Tea Roasted pheasant wing. When ingested, it creates a lightness
A cup of steaming tea. When ingested, it clears the mind, and in the body. For 10 minutes, whenever the target would fall,
calms the body. The target adds 1d4 to all Constitution saving they may control their falling speed at the start of each of
throws, Intelligence checks, and Wisdom checks for 1 hour. their turns. Their falling speed cannot exceed 60 feet per
round nor can it be lower than 10 feet per round. They may
Invigorating Juices use their movement to move horizontally as normal. If they
A delectable fruit sloshing with good juices. When ingested, land before the morsel's effect ends, they take no falling
the juices bolster the body’s constitution. The target gains damage.
1d8 temporary hit points.
The number of temporary hit points gained from this Spider Eggs
morsel increases by 1d8 when you reach certain levels in this Prerequisites: 7th level
class: 4th level (2d8), 7th level (3d8), 9th level (4d8), 13th level
(5d8), 17th level (6d8), and 20th level (7d8). Salt-cured spider eggs. When ingested, it improves the body's
grip. The target gains the effect of the Spider Climb spell for
Packed Protein 1 hour.
A fried chicken leg. When ingested, it feeds the muscles at an
enhanced rate. For 1 minute, the target adds 1d4 to all Thickening Gruel
damage rolls and ability checks they make using Strength. Prerequisites: 7th level
The die rolled for this morsel increases when you reach
certain levels in this class: 10th level (1d6), 15th level (1d8), A hardy porridge . When ingested, it thickens the skin. The
20th level (1d10). target gains the effect of the Barkskin spell for 10 minutes.
Smoky Chops Chamomile Tea
A smoky bite of pork. When ingested, it reacts with the Prerequisites: 11th level
stomach’s juices to create a fiery sensation that warms the Tea steeped with Chamomile leaves. When ingested, the tea
body and manifests a fever. The target gains resistance to relaxes the muscles, weakening physical strikes. For 1
cold damage and immunity to the poisoned condition for 10 minute, whenever the target makes a weapon attack, they
minutes. must subtract 1d6 from their damage roll for that attack.
Spicy Pepper
A spicy, roasted pepper. When ingested, it causes intense
sweating that greases the body. The target gains resistance to
fire damage and immunity to the grappled condition for 10
minutes.

Design by Sam Grierson


Shreevy Leaves Hydra Tongue
Prerequisites: 11th level Prerequisites: 15th level
Leaves of the Shreeve shrub, baked to release calming Tongue from one of a Hydra's mouths, simmered in strong
chemicals. When ingested, the target must make a Wisdom aromatics. When ingested, the target grows a second head
saving throw. On a failed save, the creature becomes that lasts for 1 minute. The head grants them the following
indifferent to all other creatures for 1 minute. The benefits:
indifference ends early if the target is damaged in any way. A They gain 1d10 temporary hit points at the start of their
creature who can't be charmed is immune to this effect. turn.
Any limbs amputated in the last hour regenerate at the
Spectral Sprouts start of their turn.
Prerequisites: 11th level They gain an extra reaction that can only be used for
Bean sprouts grown on haunted ground. When ingested, the opportunity attacks.
target gains the benefits of the See Invisibility spell for 1 They gain an extra action that can only be used to take the
minute. The target may also use an action to enter or exit the Disengage, Help, or Search action.
ethereal plane for the duration. At the end of the duration, the head falls off and
evaporates, leaving behind no trace.
Startouched Seeds
Prerequisites: 11th level Elemental Pie
Sunflower seeds baked in starlight. When ingested the target Prerequisite: 15th level
rolls 1d4. The creature may recover expended spell slots that A pastry with a fruity filling swirled together with the primal
have a combined level that is equal to or less than the elemental salts. When ingested, the power of the elements
number rolled. If the recovered spell slots are not used in the manifests itself inside the target's body. For 1 minute, the
next 10 minutes, they are lost. target gains resistance to Acid, Fire, Poison, Lightning, and
Thunder damage. They also gain a flying and swimming
Sweet and Sour Beets speed equal to their current speed for the duration.
Prerequisites: 11th level
Sugared beets dipped in soured creams. When ingested, it Frosted Grapes
softens the skin, weakening the body against physical attacks. Prerequisite: Sous Chef feature
For 1 minute, add 1d6 extra damage to the first weapon Grapes dusted with white sugar. When ingested, it powers
attack that hits the target on each turn. the nerves at an enhanced rate. For 1 minute, the target adds
1d4 to all damage rolls and ability checks they make using
Boiled Dragon's Tail Dexterity.
Prerequisites: 15th level The die rolled for this morsel increases when you reach
A tough chunk of tail, boiled until soft and white. When certain levels in this class: 10th level (1d6), 15th level (1d8),
ingested, the target grows scales across their body, and they 20th level (1d10).
sprout a tail made of fire. For 1 minute, the target gains a +1 Strong Ale
bonus to AC, and they can use an action to do one of the Prerequisites: 7th level, Sous Chef feature
following:
Frightful Presence. The target roars. Each creature of the Intensely fermented alcohol. When ingested, it loosens the
target's choice that is within 30 feet of the target must body’s muscles. The target gains resistance to nonmagical
succeed on a Wisdom saving throw or become Frightened of bludgeoning, piercing, and slashing damage from weapon
the target for 1 minute. The DC for the saving throw is equal attacks for 1 minute.
to your Morsel save DC. A creature can repeat its saving
throw at the end of each of its turns, ending the effect on Honeyed Fish
itself on a success. If a creature's saving throw is successful, Prerequisite: 13th level, Sous Chef feature
the creature is immune to the target's Frightful Presence for
the next minute. A sweet and juicy fish. When ingested, it boosts the powers of
Tail Swipe. The target makes an unarmed strike with its the mind. The target has advantage on all INT, WIS, and CHA
tail. They are considered proficient with this unarmed strike. checks for 1 minute.
The attack deals 4d8 Fire damage on a hit.
Pine Nut Mash
Prerequisite: 17th level, Sous Chef feature
Roasted pine nuts smashed into a chunky cream. When
ingested, it gives the target a sweet, fragrant breath. All
friendly creatures within 10 feet of the target (including the
target) have advantage on saving throws for 1 minute.

Design by Sam Grierson


Stinking Sprouts Garlic Tuna
Prerequisites: Mess Sergeant feature Prerequisite: 13th level, Hash slinger feature
Brussel sprouts wrapped in ham. When ingested, they power Festering tuna baked in over-ripened garlic. When ingested, it
consistent and disruptive flatulence. The target gains causes the target to exude rot from every pore. The target
immunity to the charmed and frightened condition for 1 must make a Constitution saving throw. On a failed save, all
minute. hostile creatures within 10 feet of the target (including the
target) have disadvantage on saving throws for 1 minute.
Bloating Beans
Prerequisite: 7th level, Mess Sergeant Rancid Onion
Prerequisite: 17th level, Hash Slinger feature
Hearty, yet swelling food. When ingested by a Medium or
smaller creature, the target grows into a much pudgier, A vegetable in the heat of decomposition. When ingested, the
threatening form. The target’s size doubles, and its weight is target sprays the vegetable’s over-ripened juices all around
multiplied by eight for 1 minute. This growth increases its itself. All hostile creatures within 30 feet of the target
size by one category. The target also gains advantage on (including the target) must make a Constitution saving throw.
Strength checks and Strength saving throws for the duration. On a failed save they are paralyzed until the start of your next
turn and blinded for 1 minute. At the end of each of its turns,
Jittering Coffee a target can make another Constitution saving throw. On a
Prerequisites: 13th level, Mess Sergeant feature success, they are no longer blinded.
Coffee with an unnaturally high amount of caffeine. When Underdark Draught
ingested, it supercharges the nerves, constantly sending Prerequisite: Brewmeister feature
electrical currents through the heart. For 1 minute, if the
target drops to 0 hit points as a result of taking damage, the A pitch black ale, foaming with shadows. When ingested, the
target instead drops to 1 hit point, and the morsel's effect target immediately vomits magical darkness that fills a 10-
ends. foot radius sphere centered on the target. A creature with
darkvision can't see through this darkness and nonmagical
Fatty Oats light can't illuminate it.
Prerequisites: 17th level, Mess Sergeant feature The darkness lasts for 1 minute. All creatures friendly to
the target (including the target) can see through this magical
Complex grains suffused with healthy fats. When ingested, it darkness.
builds up the skin to stand up to any assault. The target has
resistance to all damage until the end of your next turn. Vodka Slushie
Prerequisite: 7th level, Bremeister feature
Greasy Slosh
Prerequisites: Hash Slinger A white swirl of frozen vodka, misting a boozy aroma. When
ingested, the target immediately vomits snow that covers the
A thick, heavy, and acidic porridge. When ingested, it forces ground around them. The ground in a 20-foot radius centered
the body to use a significant amount of energy to process. on the target becomes covered with snow.
The target must make a Constitution saving throw. On a The snow is considered difficult terrain for all creatures
failed save, it takes 1d6 acid damage and is considered hostile to the target. When the snow is vomited, all creatures
restrained for 1 minute. At the end of each of its turns, the hostile to the target within in the area must make a Strength
target can make another Constitution saving throw. On a saving throw. On a failed save, a creature is pushed out of the
success, the effect ends on the target. On a successful save, snow's area, away from the target. The snow lasts for 1
the target takes half damage and is not restrained. minute, or until melted by an intense heat.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 4th level (2d6), 7th level (3d6), 9th Hellfire Whiskey
level (4d6), 13th level (5d6), 17th level (6d6), and 20th level Prerequisite: 13th level, Brewmeister feature
(7d6).
A grey liquor, with sickly, yellow flames caressing the surface.
Fire Salts When ingested, the target's eyes and body become wreathed
Prerequisite: 7th level, Hash Slinger feature in yellow-green flames for 1 minute. The flames reach out
and drain the life of the target's enemies. When a large or
A rare and combustible spice. When ingested, it mixes with smaller creature that is hostile to the target starts their turn
the target creature’s breath and spit to create a fiery within 10 feet of the target, they must make a Constitution
discharge. All creatures within 15 feet of the target (including saving throw. On a failed save, they suffer one level of
the target) must make a Dexterity saving throw. On a failed exhaustion.
save they take 4d6 fire damage, or half as much on a
successful save.
The morsel's damage increases by 1d6 when you reach
certain levels in this class: 9th level (5d6), 13th level (6d6),
17th level (7d6), 20th level (8d6).

Design by Sam Grierson


Angel's Kiss
Prerequisite: 17th level, Breweister feature
Cook Multiclassing
Should you wish to multiclass into a cook, the prerequisites
White wine, bubbling with divine energy. When ingested, the and proficiencies gained are listed below.
target sheds bright light in a 30 foot radius, and dim light for
an additional 30 feet. When a creature hostile to the target Cook Multiclassing Prerequisites
starts their turn in the bright light, they must make a Ability Score Minimum
Constitution saving throw. On a failed save, they are blinded Constitution 13
until the start of their next turn. Creatures with darkvision
make this save with disadvantage. Cook Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, simple weapons, one skill
from the class’s skill list, cook’s utensils

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters
and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton,
WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2017-
2018 by Samuel Hooper and published under the
Community Content Agreement for Dungeon Masters Guild.

Design by Sam Grierson

You might also like