{"name":"Chef","overview":"[b][h1]Design by Sam Grierson[\/h1]\r\n[\/b]\r\n\r\n[i][b]A [\/b][\/i]half-orc throws a perfectly seasoned chicken leg at his dwarven friend, lands it directly in her mouth. As a horde of goblins charge the dwarf, she begins nibbling, her arms swell, and she swipes away three of the charging goblins with a single swipe of her shield. The half-orc wipes his greasy hands on his apron and smiles.\r\n\r\nA halfling stares a dragon down over a mile of open field. As the dragon inhales deeply, she pulls out a roasted pepper and chomps down. She begins to sweat profusely. The dragon breathes fire, and the halfling charges straight on through.\r\n\r\nA human mixes the contents of a boiling pot and looks around at all his friends, tired and spent, but he\u2019ll see to it that that doesn\u2019t last too long.\r\n\r\nCooks are the much-forgotten caretakers of every band of heroes, for a dragon-slaying barbarian can always die of hunger. Through tasty foods cooks strengthen their allies and debilitate their foes, commanding incredible control over any battle.\r\n\r\n[h1]Food as Craft[\/h1]\r\nAnyone can throw meat atop a fire, but only cooks can make 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 may laugh or smile or even snarl at the naivety presented, but they all recognize it as simple, basic. Meals are more than a collection of ingredients to a cook.\r\n\r\nEvery creature is suffused with the same magical energy that binds the multiverse together. Cooks have, knowingly or unknowingly, learned to tap into the magic of creatures through food, the source of their vitality, and cooks use their craft to shape it.\r\n\r\nTheir talents put cooks above the common people, and that\u2019s where you\u2019ll find them: Some traveling with adventurers who\u2019ve wrestled with giants, giving those adventurers the power to succeed. Some see their bodies as test subjects, formulating dietary plans to improve themselves beyond the normal limits of their species. Some even find a way to take advantage of the senses, and create food that is not meant to improve but to hinder, to weaken, to destroy. Cooks understand how finely tuned a body is,\r\nespecially once you get inside it, and they know how to make or break it.\r\n\r\n[h1]A Life of Servitude[\/h1]\r\nCooks are on a constant search, a search for the perfect flavor, the best diet, the choicest ingredients. The meeker ones find employ with wealthy manors or in gritty taverns, but the ones with ambition know that their search could not end in a stuffy kitchen beholden to the bland tastes of big wigs and commoners.\r\n\r\nBold adventurers come with bold tongues, and they are the only hope of an end to a cook\u2019s journey. True cooks offer their\r\nservices only to those proven worthy of the food they will prepare. Adventurers rip the essence out of life, and cooks take that essence and throw it in their pot. Cooks will keep these adventurers alive and fed until their personal quests find completion.\r\n\r\n[h1]Creating a Cook[\/h1]\r\nAs you create your cook, keep in mind how your character got into the gourmet arts. Were they a hired hand that learned too quickly in the kitchen and developed an insatiable ego? Were they taught by a family member or a close friend and thus have a sentimental approach to their craft? Were they thrust into cooking out of necessity, living on their own in harsh conditions trying to squeeze vitality out of their barren surroundings?\r\n\r\nA cook may begin their culinary studies in family kitchens or tiny inns, but they will soon realize that to progress means to move on from these dead ends. Most cooks will find employ with adventurers, allies that the cook can trust for safety and for feedback. Every great cook needs a couple of critics.\r\n\r\n[h1]Quick Build[\/h1]\r\nYou can make a cook quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Third, choose the Hard Bread, Invigorating Juices, and Packed Protein morsels.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per cook level after 1st","armorproficiencies":"Light armor, medium armor","weaponproficiences":"Simple weapons, hand crossbows, longswords, rapiers, shortswords","tools":"Cook\u2019s utensils","savingthrows":"Constitution, Charisma","skills":"Choose three from Animal Handling, Arcana, Athletics, Medicine, Nature, Performance, Persuasion, Sleight of Hand, and Survival.","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n(a) a longsword or (b) a hand crossbow and 20 bolts\r\n(a) leather armor or (b) scale mail\r\n(a) two daggers or (b) two light hammers\r\n(a) an explorer\u2019s pack or (b) a scholar\u2019s pack\r\nCook\u2019s Utensils and a Cook\u2019s Bag\r\nAlternatively, you could begin with starting wealth of 4d4 x 10gp and purchase starting items of your choice.\r\n\r\n[h1]Cook's Bag[\/h1]\r\nAt first level, you craft a Cook's Bag, a bag that magically preserves not only your morsels (described below), but also the ingredients required to make them. You must replenish these ingredients at least once every 30 days. When you do so, you can buy 10 gp worth of food from a market, or you can spend 8 hours scavenging food from your surroundings. If you lose this bag, you can create a new one by expending 100 gp worth of leather, gems, and other raw materials. Doing so takes 8 hours of work.","spellcasting":"(Note that these are not spells, but rather morsels associated with the Cook class; this was simply the easiest way to incorporate such a large and detailed section. Again, all credit and thanks to Sam Grierson for this amazing class)\u00a0\r\n[h1]Morsels[\/h1]\r\n\u00a0\r\nIf a morsel has prerequisites, you must meet them to learn it.\r\nYou can learn the morsel at the same time that you meet its\r\nprerequisites. A level prerequisite refers to your level in this\r\nclass.\r\n[h2]Almond Milk[\/h2]\r\nWarm almond milk sprinkled with nutmeg. When ingested, it\r\nprepares the body for sleep. The target must make a\r\nConstitution saving throw. On a failed save, they will fall\r\nunconscious in 1 minute and remain unconscious for 10\r\nminutes. They wake early if they take any damage or if a\r\ncreature spends an action to shake or slap them awake.\r\nCreatures that do not need to sleep are unaffected by this\r\nmorsel.\r\n[h2]Carrot Casserole[\/h2]\r\nCarrots cooked with a dozen herbs and spices. When\r\ningested, it improves eyesight. The target gains darkvision out\r\nto a range of 60 feet for 8 hours. If the target already has\r\ndarkvision, increase its range by 60 feet.\r\n[h2]Cow Innards[\/h2]\r\nA delectable treat that smells terrible. When ingested, it gives\r\nthe body disgusting breath. The target must make a\r\nConstitution saving throw. If it fails, the target has\r\ndisadvantage on all Charisma checks, and creatures cannot\r\nbe charmed by the target for 10 minutes. If any creatures\r\nwere charmed by the target when it ingested the morsel, the\r\neffect is suspended for the duration for any creatures that can\r\nsmell the target.\r\n[h2]Flavored Ice[\/h2]\r\nCream cold as ice. When ingested, it creates a brain freeze.\r\nThe target must make an Intelligence saving throw. On a\r\nfailed save, it takes 1d6 cold damage and has disadvantage\r\non Concentration checks until the start of your next turn. On\r\na successful save, the creature takes half damage and doesn't\r\nhave disadvantage.\r\nThe morsel's damage increases by 1d6 when you reach\r\ncertain levels in this class: 4th level (2d6), 7th level (3d6), 9th\r\nlevel (4d6), 13th level (5d6), 17th level (6d6), and 20th level\r\n(7d6).\r\n[h2]Hardened Bread[\/h2]\r\nBread baked to be harder than stone. When ingested, it\r\nbreaks into chunks and clogs the throat. The target must\r\nmake a Strength saving throw. On a failed save, it takes 1d6\r\nbludgeoning damage and has disadvantage on attack rolls\r\nuntil the start of your next turn. On a successful save, the\r\ncreature takes half as much damage and doesn't have\r\ndisadvantage.\r\nThe morsel's damage increases by 1d6 when you reach\r\ncertain levels in this class: 4th level (2d6), 7th level (3d6), 9th\r\nlevel (4d6), 13th level (5d6), 17th level (6d6), and 20th level\r\n(7d6).\r\n[h2]Herbal Grey Tea[\/h2]\r\nA cup of steaming tea. When ingested, it clears the mind, and\r\ncalms the body. The target adds 1d4 to all Constitution saving\r\nthrows, Intelligence checks, and Wisdom checks for 1 hour.\r\n[h2]Invigorating Juices[\/h2]\r\nA delectable fruit sloshing with good juices. When ingested,\r\nthe juices bolster the body\u2019s constitution. The target gains\r\n1d8 temporary hit points for 1 minute.\r\nThe number of temporary hit points gained from this\r\nmorsel increases by 1d8 when you reach certain levels in this\r\nclass: 4th level (2d8), 7th level (3d8), 9th level (4d8), 13th level\r\n(5d8), 17th level (6d8), and 20th level (7d8).\r\n[h2]Packed Protein[\/h2]\r\nA fried chicken leg. When ingested, it feeds the muscles at an\r\nenhanced rate. For 1 minute, the target adds 1d4 to all\r\ndamage rolls and ability checks they make using Strength.\r\nThe die rolled for this morsel increases when you reach\r\ncertain levels in this class: 10th level (1d6), 15th level (1d8),\r\n20th level (1d10).\r\n[h2]Smoky Chops[\/h2]\r\nA smoky bite of pork. When ingested, it reacts with the\r\nstomach\u2019s juices to create a fiery sensation that warms the\r\nbody and manifests a fever. The target gains resistance to\r\ncold damage and immunity to the poisoned condition for 10\r\nminutes.\r\n[h2]Spicy Pepper[\/h2]\r\nA spicy, roasted pepper. When ingested, it causes intense\r\nsweating that greases the body. The target gains resistance to\r\nfire damage and immunity to the grappled condition for 10\r\nminutes.\r\n[h2]Sugar Crystals[\/h2]\r\nA string of crystallized sugars. When ingested, it overcharges\r\nthe cells. The target\u2019s speed increases by 5 feet for 10\r\nminutes.\r\nThis bonus increases when you reach certain levels in this\r\nclass: 5th level (10 feet), 10th level (15 feet), 15th level (20\r\nfeet) and 20th level (25 feet).\r\n[h2]Braised Rabbit[\/h2]\r\nPrerequisites: 7th level\r\nA rabbit haunch cooked with wine and herbs. When ingested,\r\nit instills the body with a springy dexterity. The target gains\r\nthe effect of the Jump spell for 1 hour.\r\n[h2]Buttered Trout[\/h2]\r\nPrerequisites: 7th level\r\nTrout coated in butter. When ingested, it seizes the lungs and\r\nreworks the body's breathing apparatus. The target gains the\r\neffect of the Water Breathing spell for 1 hour. The target also\r\ngains a swim speed equal to their movement speed for the\r\nduration.\r\n[h2]Roast Pheasant[\/h2]\r\nPrerequisites: 7th level\r\nRoasted pheasant wing. When ingested, it creates a lightness\r\nin the body. For 10 minutes, when the target falls, their rate\r\nof descent slows to a rate between 5 feet per round and 60\r\nfeet per round (their choice). They can choose their rate of\r\ndescent again at the start of each of their turns. If they land\r\nbefore the morsel's effect ends, they take no falling damage.\r\n\r\nSpider Eggs\r\nPrerequisites: 7th level\r\nSalt-cured spider eggs. When ingested, it improves the body's\r\ngrip. The target gains the effect of the Spider Climb spell for\r\n1 hour.\r\n[h2]Thickening Gruel[\/h2]\r\nPrerequisites: 7th level\r\nA hardy porridge . When ingested, it thickens the skin. The\r\ntarget gains the effect of the Barkskin spell for 10 minutes.\r\n[h2]Chamomile Tea[\/h2]\r\nPrerequisites: 11th level\r\nTea steeped with Chamomile leaves. When ingested, the tea\r\nrelaxes the muscles, weakening physical strikes. For 1\r\nminute, whenever the target makes a weapon attack, they\r\nmust subtract 1d6 from their damage roll for that attack.\r\n[h2]Shreevy Leaves[\/h2]\r\nPrerequisites: 11th level\r\nLeaves of the Shreeve shrub, baked to release calming\r\nchemicals. When ingested, the target must make a Wisdom\r\nsaving throw. On a failed save, the creature becomes\r\nindifferent to all other creatures for 1 minute. The\r\nindifference ends early if the target is damaged in any way. A\r\ncreature who can't be charmed is immune to this effect.\r\n[h2]Spectral Sprouts[\/h2]\r\nPrerequisites: 11th level\r\nBean sprouts grown on haunted ground. When ingested, the\r\ntarget gains the benefits of the See Invisibility spell for 1\r\nminute. The target can also use an action to enter or exit the\r\nethereal plane for the duration.\r\n[h2]Startouched Seeds[\/h2]\r\nPrerequisites: 11th level\r\nSunflower seeds baked in starlight. When ingested the target\r\nrolls 1d4. The creature can recover expended spell slots that\r\nhave a combined level that is equal to or less than the\r\nnumber rolled. If the recovered spell slots are not used in the\r\nnext minute, they are lost.\r\n[h2]Sweet and Sour Beets[\/h2]\r\nPrerequisites: 11th level\r\nSugared beets dipped in soured creams. When ingested, it\r\nsoftens the skin, weakening the body against physical attacks.\r\nFor 1 minute, add 1d6 extra damage to the first weapon\r\nattack that hits the target on each turn.\r\n[h2]Boiled Dragon's Tail[\/h2]\r\nPrerequisites: 15th level\r\nA tough chunk of tail, boiled until soft and white. When\r\ningested, the target grows scales across their body, and they\r\nsprout a tail made of fire. For 1 minute, the target gains a +1\r\nbonus to AC, and they can use an action to do one of the\r\nfollowing:\r\n[ul]\r\n[li]Frightful Presence. The target roars. Each creature of the target's choice that is within 30 feet of the target must succeed on a Wisdom saving throw or become Frightened of the target for 1 minute. The DC for the saving throw is equal to your Morsel save DC. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the target's Frightful Presence for the next minute.[\/li]\r\n[li]Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4d8 fire damage.[\/li]\r\n[\/ul]\r\n[h2]Hydra Tongue[\/h2]\r\nPrerequisites: 15th level\r\nTongue from one of a Hydra's mouths, simmered in strong\r\naromatics. When ingested, the target grows a second head\r\nthat lasts for 1 minute. The head grants them the following\r\nbenefits:\r\nThey gain 1d10 temporary hit points at the start of their\r\nturn.\r\nAny limbs amputated within the last 24 hours regenerate\r\nat the start of each of their turns.\r\nThey gain an extra reaction that can only be used for\r\nopportunity attacks.\r\nThey gain an extra action that can only be used to take the\r\nDisengage, Help, or Search action.\r\nAt the end of the duration, the head falls off and\r\nevaporates, leaving behind no trace.\r\n[h2]Elemental Pie[\/h2]\r\nPrerequisite: 15th level\r\nA pastry with a fruity filling swirled together with the primal\r\nelemental salts. When ingested, the power of the elements\r\nmanifests itself inside the target's body. For 1 minute, the\r\ntarget gains resistance to Acid, Fire, Poison, Lightning, and\r\nThunder damage. They also gain a flying and swimming\r\nspeed equal to their walking speed for the duration.\r\n[h2]Frosted Grapes[\/h2]\r\nPrerequisite: Sous Chef feature\r\nGrapes dusted with white sugar. When ingested, it powers\r\nthe nerves at an enhanced rate. For 1 minute, the target adds\r\n1d4 to all damage rolls and ability checks they make using\r\nDexterity.\r\nThe die rolled for this morsel increases when you reach\r\ncertain levels in this class: 10th level (1d6), 15th level (1d8),\r\n20th level (1d10).\r\n\r\nStrong Ale\r\nPrerequisites: 7th level, Sous Chef feature\r\nIntensely fermented alcohol. When ingested, it loosens the\r\nbody\u2019s muscles. The target gains resistance to nonmagical\r\nbludgeoning, piercing, and slashing damage from weapon\r\nattacks for 1 minute.\r\n[h2]Honeyed Fish[\/h2]\r\nPrerequisite: 13th level, Sous Chef feature\r\nA sweet and juicy fish. When ingested, it boosts the powers of\r\nthe mind. The target has advantage on all Intelligence,\r\nWisdom, and Charisma checks for 1 minute.\r\n[h2]Pine Nut Mash[\/h2]\r\nPrerequisite: 17th level, Sous Chef feature\r\nRoasted pine nuts smashed into a chunky cream. When\r\ningested, it gives the target a sweet, fragrant breath. All\r\nfriendly creatures within 10 feet of the target (including the\r\ntarget) have advantage on saving throws for 1 minute.\r\n[h2]Stinking Sprouts[\/h2]\r\nPrerequisites: Mess Sergeant feature\r\nBrussel sprouts wrapped in ham. When ingested, they power\r\nconsistent and disruptive flatulence. The target gains\r\nimmunity to the charmed and frightened conditions for 1\r\nminute.\r\n\r\n[h2]Bloating Beans[\/h2]\r\nPrerequisite: 7th level, Mess Sergeant\r\nHearty, yet swelling food. When ingested by a Medium or\r\nsmaller creature, the target grows into a much pudgier,\r\nthreatening form. The target\u2019s size doubles, and its weight is\r\nmultiplied by eight for 1 minute. This growth increases its\r\nsize by one category. The target also gains advantage on\r\nStrength checks and Strength saving throws for the duration.\r\n[h2]Jittering Coffee[\/h2]\r\nPrerequisites: 13th level, Mess Sergeant feature\r\nCoffee with an unnaturally high amount of caffeine. When\r\ningested, it supercharges the nerves, constantly sending\r\nelectrical currents through the heart. For 1 minute, if the\r\ntarget drops to 0 hit points as a result of taking damage, the\r\ntarget instead drops to 1 hit point, and this morsel's effect\r\nends.\r\n[h2]Fatty Oats[\/h2]\r\nPrerequisites: 17th level, Mess Sergeant feature\r\nComplex grains suffused with healthy fats. When ingested, it\r\nbuilds up the hardiness of the skin to prevent harm. The\r\ntarget has resistance to all damage until the end of your next\r\nturn.\r\n[h2]Greasy Slosh[\/h2]\r\nPrerequisites: Hash Slinger\r\nA thick, heavy, and acidic porridge. When ingested, it forces\r\nthe body to use a significant amount of energy to process.\r\nThe target must make a Constitution saving throw. On a\r\nfailed save, it takes 1d6 acid damage and is considered\r\nrestrained for 1 minute. At the end of each of its turns, the\r\ntarget can make another Constitution saving throw. On a\r\nsuccess, the effect ends on the target. On a successful save,\r\nthe target takes half damage and is not restrained.\r\nThe morsel's damage increases by 1d6 when you reach\r\ncertain levels in this class: 4th level (2d6), 7th level (3d6), 9th\r\nlevel (4d6), 13th level (5d6), 17th level (6d6), and 20th level\r\n(7d6).\r\n[h2]Fire Salts[\/h2]\r\nPrerequisite: 7th level, Hash Slinger feature\r\nA rare and combustible spice. When ingested, it mixes with\r\nthe target creature\u2019s breath and spit to create a fiery\r\ndischarge. All creatures within 15 feet of the target (including\r\nthe target) must make a Dexterity saving throw. On a failed\r\nsave they take 4d6 fire damage, or half as much on a\r\nsuccessful save.\r\nThe morsel's damage increases by 1d6 when you reach\r\ncertain levels in this class: 9th level (5d6), 13th level (6d6),\r\n17th level (7d6), 20th level (8d6).\r\n[h2]Garlic Tuna[\/h2]\r\nPrerequisite: 13th level, Hash slinger feature\r\nFestering tuna baked in over-ripened garlic. When ingested, it\r\ncauses the target to exude rot from every pore. The target\r\nmust make a Constitution saving throw. On a failed save, all\r\nhostile creatures within 10 feet of the target (including the\r\ntarget) have disadvantage on saving throws for 1 minute.\r\n[h2]Rancid Onion[\/h2]\r\nPrerequisite: 17th level, Hash Slinger feature\r\nA vegetable in the heat of decomposition. When ingested, the\r\ntarget sprays the vegetable\u2019s over-ripened juices all around\r\nitself. All hostile creatures within 30 feet of the target\r\n(including the target) must make a Constitution saving throw.\r\nOn a failed save they are paralyzed until the start of your next\r\nturn and blinded for 1 minute. At the end of each of its turns,\r\na target can make another Constitution saving throw. On a\r\nsuccess, they are no longer blinded.\r\n[h2]Underdark Draught[\/h2]\r\nPrerequisite: Brewmeister feature\r\nA pitch black ale, foaming with shadows. When ingested, the\r\ntarget immediately vomits magical darkness that fills a 10-\r\nfoot radius sphere centered on the target. A creature with\r\ndarkvision can't see through this darkness and nonmagical\r\nlight can't illuminate it.\r\nThe darkness lasts for 1 minute. All creatures friendly to\r\nthe target (including the target) can see through this magical\r\ndarkness.\r\n\r\n[h2]Vodka Slushie[\/h2]\r\nPrerequisite: 7th level, Brewmeister feature\r\nA white swirl of frozen vodka, misting a boozy aroma. When\r\ningested, the target immediately vomits snow that covers the\r\nground around them. The ground in a 15-foot radius centered\r\non the target becomes covered with snow.\r\nThe snow is considered difficult terrain for all creatures\r\nhostile to the target. When the snow is vomited, all creatures\r\nhostile to the target within in the area must make a Strength\r\nsaving throw. On a failed save, a creature is pushed out of the\r\nsnow's area, away from the target. The snow lasts for 1\r\nminute, or until melted by an intense heat.\r\n[h2]Hellfire Whiskey[\/h2]\r\nPrerequisite: 13th level, Brewmeister feature\r\nA grey liquor, with sickly, yellow flames caressing the surface.\r\nWhen ingested, the target's eyes and body become wreathed\r\nin yellow-green flames for 1 minute. The flames shed dim\r\nlight in a 10-foot radius, reaching out to drain the life of the\r\ntarget's enemies. When a large or smaller creature that is\r\nhostile to the target moves into the dim light for the first time\r\non a turn, or starts its turn there, they must make a\r\nConstitution saving throw. On a failed save, they suffer one\r\nlevel of exhaustion.\r\n[h2]Angel's Kiss[\/h2]\r\nPrerequisite: 17th level, Brewmeister feature\r\nWhite wine, bubbling with divine energy. When ingested, the\r\ntarget sheds bright light in a 30 foot radius, and dim light for\r\nan additional 30 feet for 1 minute. When a creature hostile to\r\nthe target starts their turn in the bright light, they must make\r\na Constitution saving throw. On a failed save, they are blinded\r\nuntil the start of their next turn. Creatures with darkvision\r\nmake this save with disadvantage.","features":"[h1]Morsels[\/h1]\r\nYears of cooking have taught you that every meal has that one perfect bite, a morsel where all the ingredients mix together into something truly special. You have learned how to instill this morsel with magical effects dependent on the ingredients of the morsel. Creatures that ingest your morsels are given these effects.\r\n\r\nChoose three morsels of your choice, detailed at the end of the class description. These are the morsels that you can prepare. A creature can only be under the effects of one morsel at a time. If a creature is under the effects of a morsel, and they ingest another morsel, the original effect ends. You learn how to prepare additional types of morsels as you level as detailed in the Cook Table. Each time you gain a level, you can replace one morsel you know with a different one.\r\n\r\nYou can cook a number of morsels equal to your Constitution modifier every short or long rest. You can cook the same type of morsel more than once. All morsels are stored in your Cook\u2019s Bag and expire if taken out for longer than 6 seconds, or the next time you cook morsels.\r\n\r\nYou can use your action to feed a morsel to a creature. When you do so, you reach into your Cook\u2019s bag, pull out a morsel, and feed it to a conscious creature you can touch. They ingest it immediately. You must have a free hand to feed a morsel.\r\n\r\n[h2]Saving Throws.[\/h2]\r\nSome of your morsels require your target to\r\nmake a saving throw to resist the effect. The saving throw DC\r\nis calculated as follows:\r\nMorsel save DC = 8 + your proficiency bonus + your\r\nConstitution modifier\r\nCreatures who do not have mouths or analogous orifices can\r\nstill be affected by your morsels. Mere contact with your\r\nmorsels imparts a weakened effect. If a creature cannot\r\ningest your morsel, it has advantage on any saving throws it\r\nmakes against the morsel's effect.\r\n[h1]Smelling Salts[\/h1]\r\nAt 1st level, you discover a mix of spices that creates such a\r\nvisceral and powerful assault on the nose as to break a\r\ncreature from its stupor. You can use a bonus action to\r\nchoose one creature that you can touch. You wave the spices\r\nunder the creature's nose, and it can immediately repeat a\r\nsaving throw against one condition it currently has, ending\r\nthe condition on a success. The condition can be the\r\nCharmed or Frightened condition.\r\nOnce a creature repeats a saving throw with this feature, it\r\ncannot do so again until it finishes a short or long rest.\r\nAt 7th level, the chosen condition can be the Stunned\r\ncondition.\r\nAt 13th level, the chosen condition can be the Paralyzed\r\ncondition.\r\nAt 17th level, the chosen creature has advantage on the\r\nrepeated saving throw.\r\n[h1]Expertise[\/h1]\r\nAt 2nd level, choose two of your skill proficiencies, or one of\r\nyour skill proficiencies and your proficiency with cook's\r\nutensils. Your proficiency bonus is doubled for any ability\r\ncheck you make that uses either of the chosen proficiencies.\r\nAt 9th level, you can choose two more of your proficiencies\r\n(in skills or with cook's utensils) to gain this benefit.\r\n[h1]Cook Archetype[\/h1]\r\nAt 3rd level, you choose an archetype that you emulate in the\r\nexercise of your cook abilities: Sous Chef, Mess Sergeant,\r\nHash Slinger, Brewmeister, or Monster Masher, all detailed at\r\nthe end of the class description. Your archetype choice grants\r\nyou features at 3rd level and then again at 6th , 10th, 14th,\r\nand 18th level.\r\n[h1]Ability Score Improvement[\/h1]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n[h1]Rotund Reflection[\/h1]\r\nAt 5th level, you gain the ability to repel enemies that attack\r\nyou. Your stomach is of utmost importance, and you have\r\ntoned your belly to be tough and somewhat gelatinous. When\r\na Large or smaller creature within 5 feet of you hits you with\r\na melee attack, you can use your reaction to cause the\r\ncreature to make a Dexterity saving throw against your\r\nMorsel save DC. On a failed save, their speed becomes 0 until\r\nthe end of the turn, and they are either pushed 10 ft. away\r\nfrom you or knocked prone (your choice).\r\n[h1]Order Up[\/h1]\r\nBeginning at 7th level, when you make morsels during a long\r\nrest, you can make a number of additional morsels equal to\r\nyour Constitution ability modifier, none of which can have\r\nprerequisites.\r\nAt 11th level, you can make these additional morsels\r\nduring a short rest as well as during a long rest.\r\n[h1]Iron Stomach[\/h1]\r\nAt 9th level, a lifetime of eating any and all sorts of foods has\r\nprepared your stomach for anything. You are immune to any\r\ningested poisons and the poisoned condition.\r\n[h1]Soul of Food[\/h1]\r\nAt 15th level, you have attuned your body's life force to the\r\nnourishing energies of the world. You can cast Create Food\r\nand Water once with this feature and regain the ability to do\r\nso when you finish a long rest. When you do so, you create\r\n100 gold pieces worth of food that is not bland, but flavorful\r\nand enjoyable.\r\nIn addition, if you make morsels, and you have no\r\ningredients left, you conjure the necessary ingredients as part\r\nof making the morsels.\r\n[h1]Fulfilling Meal[\/h1]\r\nAt 17th level, whenever you feed a morsel to a creature that\r\nyou have shared a long rest with (including yourself), you can\r\ndouble the duration of the morsel\u2019s effect.\r\n[h1]Leftovers[\/h1]\r\nAt 20th level, when you roll initiative and have no morsels left,\r\nyou conjure one morsel that you know how to prepare inside\r\nyour Cook's Bag.","subclasses":"[b][u][h1]Cook Archetypes[\/h1]\r\n[\/u][\/b]\r\nOnce a cook has set out on their journey, they must decide\r\nwhat it is about food that excites and drives them. How do\r\nthey measure the success of a dish? Do they measure it by the\r\nflavor it possesses? By the effect it has on the body, good or\r\nbad? It is only once a cook has developed a standard to judge\r\nthemselves by that they can truly come into their own.\r\n\r\n[b][u][h2]Sous Chef[\/h2]\r\n[\/u][\/b]\r\nThe archetypal Sous Chef believes that their allies are more\r\nthan worthy of their cooking. They have proven that their\r\nstomachs can make the most of the powers instilled in\r\nmorsels, and a Sous Chef will use that power to safeguard\r\ntheir health at all costs.\r\n[h3]We Deliver[\/h3]\r\nAt 3rd level, you become a caretaker of heroes, ready at any\r\nmoment to help your allies, even at range. When you feed a\r\nmorsel to a willing creature, the creature you feed can be up\r\nto 30 feet away from you, so long as you can see them, and\r\ntheir mouth is not blocked by total cover. You throw the\r\nmorsel directly into their mouth, and they ingest it\r\nimmediately.\r\nAdditionally, when you feed a morsel to a willing creature\r\nthat you can touch (other than yourself), you can do so as a\r\nbonus action.\r\n[h3]Secret Sauce[\/h3]\r\nAt 6th level, you create a signature sauce that you dab onto all\r\nof your beneficial morsels. Whenever you feed a morsel to a\r\nfriendly creature, it regains a number of hit points equal to\r\nyour Constitution modifier.\r\n[h3]Aromatic Scent[\/h3]\r\nBy 10th level, the continuous consumption of culinary\r\ndelights has infused your body with a thousand revitalizing\r\nsmells that stir your companions to action. As an action you\r\ncan expel these smells in one powerful wave. All friendly\r\ncreatures (including yourself) within 30 feet of you that you\r\ncan see regain a number of hit points equal to your Cook\r\nLevel, and they can each immediately use their reaction to\r\nmake a single weapon attack or cast one cantrip they know\r\nthat requires an attack roll or saving throw (their choice).\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again.\r\n[h3]Magnificent Meal[\/h3]\r\nBeginning at 14th level, you can prepare a magical feast that\r\nstrengthens both body and will. You gain the ability to cast the\r\nHeroes' Feast spell. When you do so, you replace the material\r\ncomponents of the spell with fine foods worth at least 500 gp,\r\nwhich the spell consumes.\r\nOnce you cast Heroes' Feast in this way, you cannot do so\r\nagain until you have finished a long rest.\r\n[h3]Legendary Morsel[\/h3]\r\nAt 18th level, you gain the ability to make the following\r\nmorsel when you take a long rest. When you do so, you can\r\nmake only one. It doesn't expire until your next long rest, and\r\nit doesn't count against the total number of morsels you can\r\nprepare.\r\n[b][u]Monkey\u2019s Brains.[\/u][\/b] The well-seasoned brains of the world\u2019s\r\nmost capable simians. For 10 minutes, if the target fails a\r\nsaving throw, they can choose to succeed instead. If they\r\nchoose to do so, this morsel's effect ends.\r\n\r\n\r\n[b][u][h2]Mess Sergeant[\/h2]\r\n[\/u][\/b]\r\nThe archetypal Mess Sergeant believes in a stringent diet,\r\ncomplete control over what goes in and out of one\u2019s body.\r\nThey seek bodily perfection through a calculated input of just\r\nthe right nutrients, and they are overjoyed by any chance to\r\nshow off their physical prowess.\r\n[h3]Never Satisfied[\/h3]\r\nAt 3rd level you gain the ability to eat very quickly. On your\r\nturn, you can feed a morsel to yourself as a bonus action.\r\nAdditionally, your healthy appetite bolsters your health.\r\nYour hit point maximum immediately increases by 3 and\r\nincreases by 1 whenever you gain a level in this class.\r\n[h3]Raucous Belch[\/h3]\r\nAt 6th level, you gain the ability to taunt your foes with a loud\r\nand odorous burp. As an action you can have each hostile\r\ncreature in a 10 foot cone originating from you make a\r\nWisdom saving throw against your Morsel save DC. On a\r\nfailed save, the target(s) have disadvantage on attack rolls\r\nagainst all creatures other than you until the start of your\r\nnext turn.\r\nYou can use this feature a number of times equal to your\r\nConstitution modifier (minimum of once). You regain all\r\nexpended uses when you finish a long rest.\r\n[h3]Sturdy Stomach[\/h3]\r\nAt 10th level, you can be under the effects of two morsels at\r\nthe same time.\r\nIf you are under the effects of two morsels and ingest a\r\nthird morsel, you lose one of the original effects (your choice).\r\n[h3]Strict Diet[\/h3]\r\nAt 14th level your diet optimizes your body beyond its normal\r\nlimits. Choose Strength, Dexterity, or Constitution. Increase\r\nthe ability score of the chosen ability by 2, and the limit for\r\nthat ability score becomes 22.\r\n[h3]Legendary Morsel[\/h3]\r\nAt 18th level, you gain the ability to make the following\r\nmorsel when you take a long rest. When you do so, you can\r\nmake only one. It doesn't expire until your next long rest, and\r\nit doesn't count against the total number of morsels you can\r\nprepare.\r\n[b][u]Crytalline Heart.[\/u][\/b] The heart of a rock candy giant. For 10\r\nminutes, if the target\u2019s total for a Strength, Dexterity, or\r\nConstitution ability check or saving throw is less than their\r\nscore for the ability being checked, they can use that score in\r\nplace of the total.\r\n\r\n\r\n[b][u][h2]Hash Slinger[\/h2]\r\n[\/u][\/b]\r\nThe archetypal Hash Slinger believes more in the scientific\r\naspect of food than in the art of it. Food is the fuel, and the\r\nbody is the fire. If you can control the fuel, you can control the\r\nfire.\r\nBonus Proficiencies\r\nWhen you become a Hash Slinger at 3rd level, you gain\r\nproficiency with martial weapons.\r\n[h3]We Deliver Death[\/h3]\r\nAlso at 3rd level, you gain the ability to feed your enemies at\r\nrange. When you feed a morsel to a hostile creature, the\r\ncreature you feed can be up to 30 feet away from you, so long\r\nas you can see them, and their mouth or analogous orifice is\r\nnot blocked by total cover. You throw the morsel directly into\r\ntheir mouth or analogous orifice, and they ingest it\r\nimmediately.\r\n[h3]Extra Attack[\/h3]\r\nBeginning at 6th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\n[h3]Horrific Stench[\/h3]\r\nAt 10th level, your food-based experiments have weaved a\r\nsickening and distracting smell into your body that releases\r\nwhen you're in danger. Whenever a hostile creature within 10\r\nfeet of you makes an ability check or saving throw, they\r\nsubtract 1d4 from their roll.\r\n[h3]Noxious Strike[\/h3]\r\nAt 14th level when a creature makes a saving throw against\r\none of your morsel's effects, you can impose disadvantage on\r\nthe roll. Once you use this feature, you must finish a short or\r\nlong rest before you can use it again.\r\n[h3]Legendary Morsel[\/h3]\r\nAt 18th level, you gain the ability to make the following\r\nmorsel when you take a long rest. When you do so, you can\r\nmake only one. It doesn't expire until your next long rest, and\r\nit doesn't count against the total number of morsels you can\r\nprepare.\r\n[b][u]Bubbly pill. [\/u][\/b]This Carbon dioxide infused morsel dissolves\r\nin the target\u2019s stomach, building up pressure inside their\r\nbody. The target must make a Constitution saving throw. On a\r\nfailed save they are poisoned and their speed is halved until\r\nthe end of your next turn. Whether the save is successful or\r\nnot, if the target is killed within 1 hour, it explodes. All\r\ncreatures within 10 feet of the target must make a Dexterity\r\nsaving throw. On a failed save they take 10d6 force damage if\r\nthe target was Medium sized or smaller, and 5d6 extra force\r\ndamage for each size category larger than Medium, or half as\r\nmuch damage on a successful save.\r\n\r\n\r\n[b][u][h2]Brewmeister[\/h2]\r\n[\/u][\/b]\r\nWhere most would see only the danger or the fun in the\r\nworld's most common vice, the Brewmeister sees potential.\r\nSpecialists in booze, they study the liquors and ales of the\r\nworld, each invested with the power of its place, to better\r\ncraft their own extraordinary brew.\r\n[h3]Spiked Morsels[\/h3]\r\nAt 3rd level, you become an expert in alcohol, its benefits and\r\ndetriments, and you know how to work it into any morsel you\r\nprepare.\r\nYou gain proficiency with Brewer's Supplies if you don't\r\nalready have it.\r\nAdditionally, when you prepare a morsel, you can choose to\r\nspike it, allowing your morsels to build off one another. If a\r\ncreature is under the effects of a spiked morsel, and they\r\ningest another spiked morsel, the original effect does not end,\r\nand the creature becomes intoxicated for 1 minute. An\r\nintoxicated creature is immune to the charmed and\r\nfrightened conditions.\r\nWhen a creature's intoxication ends, it loses all effects\r\ngained from morsels, and the creature can't move or take\r\nactions until the end of its next turn as it becomes hungover.\r\nOnce a creature has become intoxicated, it can't do so\r\nagain until it has finished a short or long rest.\r\n[h3]Drunken Stumble[\/h3]\r\nBeginning at 6th level, you start to manipulate your alcoholic\r\nadditions to provide added benefits to intoxicated creatures.\r\nCreatures you intoxicate increase their speed by 10 feet,\r\nand other creatures have disadvantage on opportunity attack\r\nrolls against them.\r\n[h3]Boozy Yield[\/h3]\r\nAt 10th level, your brew relaxes the muscles, softening the\r\nblow of certain assaults.\r\nCreatures you intoxicate gain resistance to bludgeoning,\r\npiercing, and slashing damage from nonmagical weapon\r\nattacks.\r\n[h3]Angry Drunk[\/h3]\r\nAt 14th level, you craft your booze to create a frenzied buzz.\r\nOnce per turn, when a creature that you have intoxicated\r\nhits a creature with an attack, they can add your Constitution\r\nmodifier to the damage roll.\r\n[h3]Legendary Morsel[\/h3]\r\nAt 18th level, you gain the ability to make the following\r\nmorsel when you take a long rest. When you do so, you can\r\nmake only one. It doesn't expire until your next long rest, and\r\nit doesn't count against the total number of morsels you can\r\nprepare.\r\n[b][u]Master Brew[\/u][\/b]. A hard, fine liquor. When ingested, the target\r\nimmediately becomes intoxicated for 10 minutes. When this\r\nintoxication ends, the target does not become hung over.\r\n\r\n[h2]Monster Masher[\/h2]\r\nMost cooks stumble upon the physical power of vitality, or\r\nperhaps they simply feel its power in their gut. Monster\r\nMashers cannot stand this ignorance and thus become\r\ndetermined to study the vitality that gives their morsels\r\npower. They study all kinds of life, and are always happy to\r\nexperiment on the living and dead meat.\r\n[h3]Vital Harvest[\/h3]\r\nAt 3rd level, you learn that there is a power left in creatures\r\nrecently killed. During their last moments, the threat of death\r\nbrings a creature to full and utmost life. The vital essence of a\r\ncreature killed in this state lingers, but must be harvested\r\nand preserved to be utilized.\r\nIf you or an ally kills a hostile creature with a challenge\r\nrating of 1 or higher, and the creature's body is not destroyed,\r\nyou can harvest meat from the body for a special meal if it is\r\nof a type you know how to cook (described below). Harvesting\r\nthis meat takes 1 hour, and you have 24 hours after killing the\r\ncreature to harvest the meat before the vital essence fades.\r\nYou keep this meat in your Cook's Bag until you are ready\r\nto prepare it. You can only have one of these meats in your\r\nCook's Bag at a time. As part of a short or long rest, you can\r\nprepare the special meal from this meat. A number of\r\ncreatures equal to 5 + your Constitution modifier can partake\r\nof the meal as part of the same short or long rest. These\r\ncreatures gain a benefit depending on the creature type of the\r\ncreature from which the meat came. This benefit lasts for 24\r\nhours after the short or long rest ends, or until your next long\r\nrest, whichever comes first.\r\n[ul]\r\n[li]Beast. Your current and maximum hit points increase by 10.[\/li]\r\n[li]Monstrosity. You have advantage on Strength, Dexterity, and Constitution saving throws against magic.[\/li]\r\n[li]Ooze. You gain blindsight out to a range of 10 feet.[\/li]\r\n[li]Plant. While you are standing in direct sunlight, you have advantage on Strength and Constitution checks, and whenever you would regain hit points, treat any dice rolled as having rolled their maximum value.[\/li]\r\n[li]Aberration. You gain darkvision out to a range of 60 feet and telepathy out to a range of 60 feet.[\/li]\r\n[li]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.[\/li]\r\n[li]Fiend. You have advantage on all Charisma and Intelligence checks and saving throws.[\/li]\r\n[li]Giant. You gain the benefits of the Enlarge spell.[\/li]\r\n[\/ul]\r\n[h3]Autonomous Bag[\/h3]\r\n\r\nAt 6th level, you modify your Cook's Bag to use the vitality\r\ncoursing through a recently taken piece of flesh to cook it into\r\na morsel.\r\nWhen you deal slashing or piercing damage to a hostile\r\ncreature that isn't a humanoid, celestial, undead, construct, or\r\nfey, with a melee weapon attack, you can cut off a chunk of\r\nmeat and place it into your Cook's Bag as part of the same\r\nattack. The chunk is immediately prepared into the Fresh Cut\r\nmorsel (described below) by your Cook's Bag. You can't have\r\nmore than one morsel of this type in your bag at a time.\r\nYour Cook's bag can season and cook the following morsel\r\na number of times equal to your Constitution modifier\r\n(minimum of once). You regain expended uses when you\r\nfinish a long rest.\r\n[b][u]Fresh Cut.[\/u][\/b] A rare slice of flesh that heals allies and harms\r\nfoes. When ingested by a friendly creature, the target regains\r\n2d6 hit points. When ingested by a hostile creature, the target\r\nmust make a Constitution saving throw. On a failed save they\r\ntake 2d6 acid damage, or half as much damage on a success.\r\nThe morsel's healing and damage increase by 1d6 when\r\nyou reach certain levels in this class: 7th level (3d6), 9th level\r\n(4d6), 13th level (5d6), 17th level (6d6), 20th level (7d6).\r\n[h3]Combat Bag[\/h3]\r\nAt 10th level, you modify your Cook's Bag into a weapon that\r\nspits your morsels out as projectiles. It counts as a simple,\r\nmagical ranged weapon that only you are proficient with. It\r\ndeals 1d12 bludgeoning damage, and has the ammunition\r\n(range 30\/120) property.\r\nThe only ammunition you can use for this weapon are your\r\nmorsels. You choose which morsel you use as ammunition\r\nfor each attack before you make an attack roll. When you hit a\r\ncreature with this weapon, you can have the target\r\nimmediately ingest the morsel used for ammunition.\r\n[h3]Vital Observance[\/h3]\r\nAt 14th level, your study of the vital essence of creatures\r\nallows you to see its ebb and flow, giving you insights into\r\ncreatures you observe closely.\r\nIf you observe a creature for 1 minute, you learn if it has\r\nany vulnerabilities, immunities, or resistances and what they\r\nare. You need only to be able to see the creature for the\r\nduration of the minute to gain this knowledge. You cannot\r\nobserve more than one creature during this minute.\r\nYou can gain knowledge using this feature a number of\r\ntimes equal to your Constitution modifier (minimum of once).\r\nYou regain all expended uses when you finish a long rest.\r\n[h3]Legendary Morsel[\/h3]\r\nAt 18th level, you gain the ability to make the following\r\nmorsel when you take a long rest. When you do so, you can\r\nmake only one. It doesn't expire until your next long rest, and\r\nit doesn't count against the total number of morsels you can\r\nprepare.\r\n[b][u]Vital Meat.[\/u][\/b] A bite of one of your harvests. When prepared,\r\nchoose one of the benefits listed in your Vital Harvest feature.\r\nWhen this morsel is ingested, the target gains the chosen\r\nbenefit for 1 minute.","tabledata":"Level|Proficiency Bonus|Features|Morsels\r\n1st|+2|Cook's Bag, Morsels, Smelling Salts|3\r\n2nd|+2|Expertise|3\r\n3rd|+2|Cook Archetype|4\r\n4th|+2|Ability Score Improvement|5\r\n5th|+3|Rotund Reflection|6\r\n6th|+3|Cook Archetype Feature|7\r\n7th|+3|Order Up, Smelling Salts Improved|8\r\n8th|+3|Ability Score Improvement|9\r\n9th|+4|Expertise, Iron Stomach|10\r\n10th|+4|Cook Archetype Feature|11\r\n11th|+4|Order Up Improved|12\r\n12th|+4|Ability Score Improvement|12\r\n13th|+5|Smelling Salts Improved|13\r\n14th|+5|Cook Archetype Feature|13\r\n15th|+5|Soul of Food|14\r\n16th|+5|Ability Score Improvement|14\r\n17th|+6|Fulfilling Meal, Smelling Salts Improved|15\r\n18th|+6|Cook Archetype Feature|15\r\n19th|+6|Ability Score Improvement|15\r\n20th|+6|Leftovers|15","tags":"Cook, 5E, D&D, Cooking, Grierson, Sam Grierson, Unofficial, Awesome","isShared":"on","templateId":"25","blockId":"443777","world":""}