Chef Leveling Table

Level     Proficiency     Deep Fry        Features
1             +2​                    1d4                 Expertise, Deep Fry, Culinary Fighting Style 
2            +2​                    1d4                 Needs Seasoning
3             +2​                   2d4                 Cooking Style 
4             +2​                   2d4                 Ability Score Improvement
5             +3​                   3d4                 Simmer Down
6             +3​                   3d4                 Pan Fried
7             +3​                   4d4                  Steamed Up
8             +3​                   4d4                  Ability Score Improvement
9             +4​                   5d4                  Cooking Style Feature
10            +4​                   5d4                  Ability Score Improvement
11             +4​                   6d4                  Steamed Up 
12            +4​                   6d4                  Ability Score Improvement
13            +5​                   7d4                  Cooking Style Feature
14            +5​                   7d4                  Pickled Jar
15            +5​                   8d4                  Blanched
16            +5​                   8d4                  Ability Score Improvement
17             +6​                  9d4                   Cooking Style Feature
18             +6​                  9d4                   Boiled Over
19             +6​                 10d4                  Ability Score Improvement
20            +6​                 10d4                  Eat 

Basic Features

Hit Points

  • Hit Dice: 1d8 per chef level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chef level after 1st


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Cook's Utensils
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.


  • (a) a frying pan or (b) a simple weapon
  • (a) a set of cook's utensils (b) a chef's knife
  • (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a scholar's pack
  • Leather armor, two daggers

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with cook's utensils. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with cook's utensils) to gain this benefit.

Deep Fry

Once per turn, you can deal extra 1d4 fire damage to one creature you hit with an attack. The attack must use a kitchen weapon.

The amount of the extra damage increases as you gain levels in this class, as shown in the Deep Fry column of the Chef table.

Culinary Fighting Style

Also at 1st level, your experience with all the tools of your trade allows you to wield them as effective weapons. While wielding any kitchen utensil the damage increases to 1d6 and is considered finesse. If a creature is subjected to any saving throws your save DC is equal to 8 + prof + Intelligence Modifier and Intelligence is your spellcasting ability modifier.

Needs Seasoning

Starting at your 2nd level, as a action you launch powerful seasoning at a creature within 5ft. A creature must make Dexterity Saving Throw, on a failure the creature is covered in seasoning for the next 1 minute. While covered in seasoning you have advantage on (Wisdom) Perception checks to locate the creature and you have advantage on attack rolls against the creature. Once you use this feature you must finish a short or long rest before you can use it again.

Cooking Style

At 3rd level, you choose an cooking style that you emulate in the exercise of your chef abilities. Your cooking style grants you features at 3rd level and then again at 9th, 13th, and 17th level.

  • Fast Food
  • Professional 

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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.

Simmer Down

Starting at 5th level, when you hit with a creature with two kitchen weapon attacks on the same turn, the creature must succeed on a Strength Saving Throw or be knocked prone and reduce its movement speed by half until the start of your next turn.

Pan Fried 

Beginning at 7th level, when you are wielding a frying pan and subjected to fire damage, you can use your reaction to catch the fire in your pan granting you fire immunity for that attack.

Steaming Up

By 11th level, as an action, you can create a cloud of steam in a 20ft radius around yourself. The steam is heavily obscured which doesnt affect you. The steam lasts for up to a minute or until a strong wind blows it away. Once you use this feature you can do so again until you finish a long rest.

Pickled Jar

Starting at 14th level, as an action, you attempt to encase a creature in jar of pickling juice. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw or be trapped in the Jar. A creature is Blinded and Restrained, it has total cover against attacks and other Effects outside the jar, and it takes 4d6 acid damage at the start of each of its turns.

The jar as an AC of 15 and If the jar takes 30 damage or more on a single turn from a creature, it breaks spilling out the creature which fall prone in a space within 10 feet of the jar. You treat this as if concentrating on a spell and If you lose concentration, a creature is no longer Restrained by it and can escape from the jar by using 20 feet of Movement, exiting prone. 

Once you use this feature you cant do so again until you finish a long rest.


By 15th level, as a bonus action you can change your damage type of your Deep Fry from fire damage to cold damage. This lasts until you change it back with a bonus action.

Boiled Over

Beginning at 18th level, you cause boiling water to jet from you in every direction. Each creature in a 15ft radius must make a Constitution Saving Throw, on a failure taking 4d6 bludgeoning damage and 4d6 fire damage or half on a success. The area becomes difficult terrain and remains boiling. Whenever a creature other then you starts its turn in the area, it must make a Constitution Saving Throw, taking 4d6 fire damage on a failure or half on a success. The water stays hot for 1 minute, then becomes normal water. Once you use this feature you cant do so again until you finish a long rest.


At 20th level, you gain the ability to eat and absorb your enemies. As an action, you target a large or smaller creature within 5ft of you. If the creature has hit points equal to or less then your Constitution Score they must succeed on a Wisdom Saving Throw or be consumed by you. For the next hour you have all senses and know all languages it knew. Also, you gain temporary hit points equal to your constitution modifier.