Chef
Chef
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 Culinary Feature
7 +3 4d4 Pan Fried
8 +3 4d4 Ability Score Improvement
9 +4 5d4 Steamed Up
10 +4 5d4 Culinary Feature
11 +4 6d4 Pickled Jar
12 +4 6d4 Ability Score Improvement
13 +5 7d4 Blanched
14 +5 7d4 Culinary Feature
15 +5 8d4 Boiled Over
16 +5 8d4 Ability Score Improvement
17 +6 9d4 Perfectly Cooked
18 +6 9d4 Overcooked
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
Proficiencies
- 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.
Equipment
- (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.
Expertise
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 2nd level, you can use a Bonus Action to target a creature or object within 10ft and spray them with seasoning. A creature must make a Dexterity Saving Throw or be covered in the seasoning for a number of minutes equal to your Intelligence modifier (min.1). While covered in the seasoning you have advantage on Perception checks (wisdom) and attack rolls made with kitchen utencils. You can do this a number of times equal to your Proficiency Bonus. You regain all expended uses on a Short or Long Rest.
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
- Gourmet
- Outdoor
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, you can help assist yourself and those you cook for in cleansing bad effects. When you make food over a short or long rest, you can add an extra flair of calm to your food. When a creature eats your cooking in this way, they can repeat any saving throws of effects currently affecting them. When they do, the Save DC is reduced by an amount equal to your Intelligence Modifier.
Pan Fried
At 7th level, you can use your kitchen utencils to reduce harmful effects. When you would take elemental damage, you can use your Reaction while wielding a kitchen utencil and reduce the amount of damage equal to a roll of your Deep Fry dice.
Steaming Up
At 9thlevel, you can use an Action to create a 20ft cube of steam centered on yourself. It moves with you and any creature that enters the area or starts their turn within the area takes 4d6 fire damage. Creatures other then you have disadvantage on Strength and Wisdom checks. You can do this a number of times equal to your Intelligence Modifier. You regain all expended uses when you finish a Long Rest.
Pickled Jar
Starting at 11th 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.
Blanched
By 13th 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 15th 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.
Perfectly Cooked
Starting at 17th level, you can spend 1 hour creating a number of meals that are so delicious it restores a creatures capabilities. You can create a number of these meals equal to your Intelligence Modifier that last until you finish a Long Rest. You can do this once per Long rest and the benefits gained by this meal cannot be used on this feature. A creature can benefit from this meals effect once per short or long rest. A creature can use its Bonus Action to eat this meal and gain one of the following benefits.
- You regain 2 spell slots of your choice of 5th level or below.
- You regain 2 uses of a feature of 10th level or below.
Overcooked
At 18th level, your fire and cold damage you deal is potent enough to get through immunities and resistences. A creature you would deal damage to with fire or cold damage as their Resistence to fire or cold removed and Immunity reduced to Resistence.
Eat
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 times the Challenge Rating of the Creature (min.1).