5e CHEF Class

5e Chef Class

As designed by: Nathaniel Decker

Edited by: Richard M. & Rebecca R. 

CHEF

Balancing steaming loaves, trays of butter, bowls

of seasoned oil- a young half-orc shares his fresh

baked bread to bring two clans together in a peace agreement.

     Steel flashing, intense thwacking resonates

from the cutting board as a halfling filets the day’s catch. He seasons the delicate fish with lemon, rosemary, fresh cracked pepper and garlic. He lifts the domed lid and he aroma entices the lord of the neighboring domain…perhaps he will be in the 

mood to grant favors. 

     It's the evening before battle- a tightly muscled, heavily scarred old man stirs several pots- enough 

to feed an army. He bolsters his companions with 

the tastes of home and carbs to keep their energy 

up.

     Chefs can be found in every kitchen…they 

know the true way to every hero and villain's

heart.

A MEAL IS A TYPE OF MAGIC

Amongst life’s oldest rituals is sitting around a

 table- breaking bread, sharing a drink, and a story. Often hospitality is granted in the form of bread 

and salt. Food brings people  together, and the 

smells and tastes imbed themselves intrinsically

to the memories surrounding them. The effect of smell and taste and even the sounds of sizzling 

or boiling are baked into people’s bones.  

     Some chef’s have found ways to incorporate magic into their cooking- creating fire, conjuring cold, stoking a pan with a spectral hand,  heating metal for that perfect sear…all these can help a

chef do their job more efficiently. Many have 

gone beyond this though and can tie magical 

effects into the foods they create and even magi- cally convey their creations to friends and enemies. 

MANY TASK AND MANY SKILLS

The thing about being a chef is that it requires many skills. Building fires, learning secrets of foreign spices, the chemistry of flavoring, the anatomy of beasts and monsters– even knowing how to face a fight; be it bar room brawl or charging into battle next to one’s compatriots, all these are skills a chef might come to learn in the course of their career. A chef can be at home anywhere, because who doesn’t like a good meal? 

CREATING A CHEF

Chefs are only as good as the food they create. Think about the types of food your chef likes to make. Why do they cook that way? Who taught them how to cook? Was it their mother at a woodburning stove in a cottage in the middle of the woods? Or did your chef learn in a busy five star restaurant at the heart of a thriving metropolis…scraping their way up the ranks of the kitchen to eventually become head chef? Maybe cooking was a personal passion learned from studying an old hand-me-down family cookbook? Cooks come in many flavors. 

QUICK BUILD

You can make a chef quickly by following these suggestions. First, either Intelligence or Wisdom should be your highest ability score, followed by Dexterity. Second, choose the folk hero background. Third, choose the produce flame and nostalgic odor cantrips, along with the following 1st-level spells: charm person, cloud of flour, hit the spot, and beans beans.

Level   Prof.                Feature                #Can       1st      2nd     3rd      4th     5th      6th     7th      8th     9th

1

+2

Spellcasting, Quick Snack (d6)

2

2

2

+2

Jack of all Trades, Hearty Meal (d6) 

2

3

3

+2

Butchering, Distracting Aroma, Expertise

2

4

2

4

+2

ASI

3

4

3

5

+3

Quick Snack (d8), Snack Abound

3

4

3

2

6

+3

Improved Butcher, Magical Infusion

3

4

3

3

7

+3

3

4

3

3

1

8

+3

ASI

3

4

3

3

2

9

+4

Hearty Meal (d8)

4

3

3

3

1

10

+4

Quick Snack (d10), Expertise, Magical Infusion

4

4

3

3

3

2

11

+4

4

4

3

3

3

2

1

12

+4

ASI

4

4

3

3

3

2

1

13

+5

Hearty Meal (d10)

4

4

3

3

3

2

1

1

14

+5

Magical Infusion, Share the Love, Epicurean

4

4

3

3

3

2

1

1

15

+5

Quick Snack (d12)

4

4

3

3

3

2

1

1

1

16

+5

ASI

4

4

3

3

3

2

1

1

1

17

+6

Hearty Meal (d12)

4

4

3

3

3

2

1

1

1

1

18

+6

Magical Infusion

4

4

3

3

3

3

1

1

1

1

19

+6

ASI

4

4

3

3

3

3

2

1

1

1

20

+6

Host of Heroes

4

4

3

3

3

3

2

2

1

1

CLASS FEATURE

As a chef, you gain the following class features.

HIT POINTS

Hit Dice: 1d8 per chef level

Hit Points at First Level: 8+ your Constitution modifier 

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per chef level after 1st level

PROFICIENCIES

Armor: light armor

Weapons: cook’s weapons, simple weapons, crossbows

Tools: cooking utensils + brewers supplies or herbalism kit

Saving Throws: Constitution, Intelligence or Wisdom

Skills: cooking, and two of: investigation, nature, survival, insight, performance

EQUIPMENT

You start with the following equipment, in add- 

ition to the equipment granted by your back-

ground:

  • A set of cooks weapon

  • Any simple weapon

  • Chef’s pack/ dungeoneer’s pack/ advent-

urer’s pack

  • Cooking utensils

  • Leather Armor, chef’s hat, apron, dagger

SPELLCASTING

Magical cooks have focused the power of scent, taste, sound, and mouthfeel into a supernatural power. They can emulate the effects of spells through their foods. They can grant fire breath through the consumption of certain peppers or curries. They can inflict sicknesses upon their enemies with noxious odors or awful tastes.

     But how do you cook in the heat of battle? Magical chefs have learned to harness the transcendent power of cooking into their pans, utensils, and morsels. They can take the disparate parts of their recipe, the implements, and their will and instantaneously form them into a magical manifestation in the form of a delicious dish.

     How does the magic of the food affect either your friends and enemies? Many foods affect their target though their smell or the sound of their cooking. Other foods affect the target via consumption. It is simple to pass a snack to an ally- but your enemies might need additional enticing. Many cooks have learned some of the arcane art of conjuration and can teleport a completed dish directly into their enemies mouths or stomachs. Others rely on the pure allure of their presentations. 

CANTRIPS

You know two cantrips of your choice from the chef spell list. You learn additional chef cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chef table

SPELL SLOTS

The Chef table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

     For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

SPELLCASTING ABILITY

Cookbook or Intuition 

Either Intelligence or Wisdom is your spellcasting ability for your chef spells. This is determined by how you cook…do you cook using precise recipes (Int.) or improvised instinct (Wis). 

     Some chefs know how to cook because of careful study, experimentation, and meticulously practice. They keep track of their spell recipes in a cookbook– some passed down generation to generation, chef to chef. If they come across spell scrolls they can work to modify these into recipes to add to their cookbooks or they might find magical recipes which are ready to be added to a cookbook. (see the “Your Cookbook” sidebar for  mechanics to determine how to adapt spells, add recipes and invent new recipes in that section.) 

     If this type of cooking sounds to your taste then your spellcasting modifier is Intelligence. The bonus to this is you can have an ever expanding catalog of recipes to work with, but if your cookbook is removed from you then you can not memorize new spell recipes until you have it. You are a Recipe Chef.

     Other chefs use their intuition and chutzpah. They use the spice dipped finger taste and eyeball a dash of this and hint of that. It is literally out of the frying pan and into the fire for that extra bit of sear for these cooks. They can always whip something up with or without a recipe. In fact recipes are for nerds. They are willing to cook squid tentacles in peanut butter. 

     If this is the type of cook you see your character as then your spellcasting modifier is Wisdom. The bonus to this type of cooking is that you have access to the full Chef Spell List- but you can not adapt spell scrolls to your repertoire. You are an Intuition Chef.

You use either your Intelligence or Wisdom modifier when setting the saving throw DC for a chef spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus + your Intelligence or Wisdom modifier 

SPELL RECIPES KNOWN OF 1ST LEVEL AND HIGHER

As a recipe chef, each time you gain a chef level, you can add two chef spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Chef table. On your adventures, you might find other spells or spell recipes that you can adapt and add to your cookbook (see the “Your Cookbook” sidebar).

     As an intuition chef, you prepare the list of chef spells that are available for you to cast, choosing from the chef spell list. When you do so, choose a number of chef spells equal to your Wisdom modifier + your chef level (minimum of one spell). The spells must be of a level for which you have spell slots.            

PREPARING RECIPES FOR THE DAY

Each day you must refresh your memory of recipes and the component ingredients necessary for their preparation. You must spend an hour at the beginning of the day: either reviewing your cookbook or imagining your delectable creations– then you must chop, shred, marinade, season, and apportion your materials. The number of spell recipes  you can prepare us equal to Intelligence

 or Wisdom modifier. + your Chef Level. 

     If you are a recipe chef then you memorize 

your spells from the spells you have recorded in

 your cookbook. If you are an intuition chef then you prepare your materials based upon your understanding of the breadth of recipes on the

 chef spell list that are at the level of your spell 

slots. 

RITUAL CASTING

You can cast any chef spell you know as a ritual 

if that spell has the ritual tag.

SPELLCASTING FOCUS

You cast through the supernatural scents, smells, tastes ,and emotions that your magical cooking produces. Your capacity to magically transport 

your food into the mouth or stomach of your foes certainly helps. Your cooking utensils, pans, pots, ingredients and spice pouches and jars is your focus. 

QUICK SNACK

You can bolster an ally by slipping them a  

quick snack. To do so, you use a bonus action on your turn to choose one creature within 60 feet 

of you. That creature gains one Quick Snack die,

 a d6.

     Once within the next 10 minutes, the creature 

can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Quick Snack die, but must decide before the DM says whether the roll succeeds or fails. Once the Quick Snack die is rolled, it is consumed. A creature can have only one Quick Snack die at a time.

     You can use this feature a number of times equal to your Intelligence/ Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

     Your Quick Snack die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a dl2 at 15th level.

LOBBING A SNACK

When granting a Quick Snack die, if the ally is right next to you then you can simply hand it to them. If they are at a distance you have to throw it to them. It is fine to teleport food into your enemies mouths and stomachs but it's rude to do so to your allies. 

     To throw the snack to your ally make a ranged attack using either your Strength or Dexterity modifier + your proficiency bonus. You must meet or surpass DC12 if the target is within 30ft. Beyond this distance the roll is at disadvantage.  

 

  


JACK OF ALL TRADES

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include 

your proficiency bonus.

HEARTY MEAL

Beginning at 2nd level, you can russell up some 

grub during a short rest to help rejuvenate your 

party. If you or any friendly creatures who eat the meal regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

     The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

BUTCHERING

Starting at 3rd level, you gain expertise in a new skill, butchering. Add this skill to your list of 

skills. Butchering uses either your Wisdom or Intelligence modifier. Because you have expertise   in this skill you can add your profficencybonud  twice to the skill modifier. 

     The butchering skill allows you to harvest the edible parts of fallen creatures. Different classifications of monster provide provisions that can at times do more than meet nutritional needs, some provide intrinsic elements of the creature butchered. The size of the creature determines the quantity of portions you can glean from each copse. 

     Different creatures are harder to butcher than others- see the “Monster Butchering Table” for the butchering DCs of the various creature types. See the “Portions” chart to determine how much edible material you glean from each butchering. See the “Monster Meat Intrinsic Effects” table to see what each type of creature provides from its consumption.

     These creature portions can be prepared as part of the Hearty Meal feature and can be prepared and eaten during a short or long rest. 

     Creature rations last for 3 days unless salted or chilled- then the meat will last indefinitely but there is a 50% chance it loses its intrinsic magic.

 

MONSTER BUTCHERING TABLE

                     Butchering     improved                           Butchering        improved

Aberrations

DC30

DC15

Fiends

DC19

DC15

Beasts

DC10

DC5

Giants 

DC10

DC15

Celestial

DC30

DC15

Humanoids

DC10

DC5

Constructs

inedible

inedible

Monstrosities

DC14

DC7

Dragons

DC25

DC10

Oozes

DC30

DC15

Elementals

inedible

inedible

Plants

DC12

DC6

Fey

DC17

DC12

Undead

DC12

DC10

PORTION TABLE

tiny

2

large

2d8 + 2

small

1d4 + 1

huge

4d8 + 4

medium

1d8 + 1

gargantuan

8d8 + 8

INTRINSIC EFFECTS

When people eat the food you prepare during a 

short or long rest they can gain effects from the

type of creature they are eating. The intrinsic effect of the creature is specific to the type of creature it 

is. These are outlined below. 

     Some creatures may have intrinsics specific to that creature. This is at the game master’s discre- tion. (i.e. a Beholder might give a character the ability to use an eye blast once within the next 24 hours.)

Aberrations: When you consume a portion of a prepared aberration make a DC15 Intelligence saving throw. Upon a success you gain an extra d6 worth of healing and the effects of the detect thoughts spell for 24 hours. On a failure, take 3d6 psychic damage and suffer the effects of the confusion spell for the next hour. 

Beasts: When you consume a portion of a prepared beast, gain an extra d12 worth of temporary hit points.  

Celestials: When you consume a portion of a prepared celestial make a DC15 Constitution sav- ing throw. Upon a success you gain an extra d10 worth of healing. You also gain the effect of the 

true seeing, comprehend languages, and tongues spells. There is a 10% chance that you gain the effects of the  holy weapon spell. On a failure, you take 4d8 radiant damage and suffer the effects of the bane spell for the next 24 hours. Regardless if you succeed or fail if you encounter a celestial within 7 days of eating a celestial they immediately view you as hostile. 

Dragons: When you consume a portion of a prepared dragon you gain an extra d10 worth of healing. You gain resistance to the element tied to the dragon you consume (i.e. fire for a red dragon).

Fey: When you consume a portion of a prepared 

fey you gain an extra d4 worth of healing. You 

gain the ability to cast the spell misty step as a

 bonus action once within the next 24 hours. 

Fiends: When you consume a portion of a pre- 

pared fiend make a make a DC15 Constitution saving throw. Upon a success you gain an extra 

d8 worth of healing and resistance to fire damage. You can use the spell hellish rebuke once within 

24 hours as a reaction to taking damage. On a failure, take 3d6 fire damage and spend one hit

 dice without gaining hitpoints.

Giants: When you consume a portion of a pre- 

pared you gain an extra d12 worth of healing.

 Your Constitution also increases to the level of 

the type of giant you consume for the next 24 

hours. There is a 10% chance you gain the ability

to use the effects of the enlarge portion of the enlarge/reduce spell as a bonus action. 

Humanoids: When you consume a portion of a prepared humanoid make a DC10 Charisma saving throw If you fail you throw up the portion and gain no effect. On a success You gain an extra d4 worth of healing. 

Monstrosities: When you consume a portion of a prepared monstrosity you gain an extra d8 worth 

of healing. You gain effects of the alter self spell

that best replicates the monstrosity you ate for the next 24 hours. 

Oozes: When you consume a portion of a pre- 

pared ooze make a DC16 Constitution saving

throw. Upon a success you gain an extra d8 worth

 of healing and your body becomes amorphous, 

meaning you can move through a space as narrow 

as 1 inch wide without squeezing for 24 hours. On

a failure, take 3d6 acid damage. 

Plants: When you consume a portion of a prep-

ared plant you gain an extra d6 worth of healing. 

You gain the effects of the speak with plants spell 

for the next 24 hours. There is a 10% chance that eating a magical plant monster puts hair on your chest. 

Undead: When you consume a portion of a prep- ared undead make a DC 16 Charisma saving 

throw. If you fail you throw up the portion and 

gain no effect. On a success you gain an extra d4 worth of healing. You also gain resistance to necr- otic damage and your hitpoint maximum can not 

be reduced for the next 24 hour.

DISTRACTING AROMA

Also at 3rd level, you learn how to use your 

power cooking aromas to distract hostiles. You 

know how to whip up a scent so enticing, so 

Spicy, or so noxious they are dsistracted from the task at hand,  When a creature that you can see within 60 feet of you makes an attack roll, an 

ability check, or a damage roll, you can use your reaction to expend one of your uses of Quick 

Snack, rolling a Quick Snack die and subtracting 

the number rolled from the creature’s roll. You 

can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds

 or fails, or before the creature deals its damage. 

The creature is immune if it can’t smell  your cooking or if it’s immune to being charmed.

EXPERTISE

At 3rd level, choose two of your skill proficien- 

cies. Your proficiency bonus is doubled for any ability check you make that uses either of the 

chosen proficiencies.

     At 10th level, you can choose another two 

skill proficiencies to gain this benefit.

ABILITY SCORE INCREASE

When you reach 4th level, and again at 8th, 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.

SNACKS ABOUND

Beginning when you reach 5th level, you regain

all of your expended uses of Quick Snack when

you finish a short or long rest.

IMPROVED BUTCHER

When you reach 6th level, you have practiced butchering to the point where it has become a sim- ple chore for you. Even carving up rare creatures

has become simple to you. The DC for butchering different monster types has adjusted to your skill. Refer to the monster butchering table to see the

new DCs. 

MAGICAL INFUSION

At 6th level you have observed other’s magical techniques for an extended time. You have had 

time to consider how to adapt these magics into a magical recipe. You can research and experiment

 to translate two spells or cantrips, of a level you

 can cast, from any class’s spell list into a magical 

recipe- and add it to either your cookbook or your general repertoire. (Make sure to come up with a rational way the spell you adapt can be made into

a food or smell.)

     You can add another two spells in this way at levels 14 and 18. 

SHARE THE LOVE

Beginning at 14th level you may complete a

magical recipe and delay its spell effect. You can pass the completed reit to an ally- hand to hand or by lobbing using the quick snack DCs. Within the next 6 hours, they can then eat the food or in some way activate it as a free action and use the spell effect in the action the spell specifies. Food passed in this way functions in the same way as a scroll.  

EPICUREAN

Also beginning at 14th level, your love of your own food is so strong that you can use your Quick Snack feature on yourself.

HOST OF HEROES

At 20th level, you can cast the spell heroes’ feast as a ritual spell once per day without the material components required. When you cast heroes’ feast in this way it imparts the maximum number of temporary hit points.

 

CHEF SPELL LIST

CANTRIPS

Nostalgic Odor

Parched

Control Flames

Create Bonfire

Firebolt

Light

Mending

Mage Hand

Message

Friends 

Prestidigitation

Ray of Frost

Produce Flame

1ST LEVEL

Distracting Sizzle

Cloud of Flour

Bon Appetit

Beans Beans

Bloat

Summon Sous Chef

Zest

Bless

Bane

Charm Person

Cure Wounds

Heroism

Sleep

create / Destroy Water

Detect Poison / Disease

Inflict Wounds

Purify Food / Water

Goodberry

Grease

Burning Hands

2ND LEVEL

Spicy Curry Breath

Brain Freeze

Refreshing Meal

Food Poisoning

Enthralling Aroma

Soma’s Overwhelming Umami

Honed Edge

Cure Meats

Calm Emotions

Detect Thoughts

Enhance Ability

Enthrall

Heat Metal

Hold Person

Invisibility

Lesser Restoration

Phantasmal Force

See Invisibility

Shatter 

Suggestion

Aid 

Augury

Flame Blade 

Scorching Ray

Enlarge / Reduce

Darkvision

3RD LEVEL

Upset Tummy

Enticing Aroma

Mass Bon Appetit

Settle Stomach

Pepper Spray

Espresso Shot

Turkey Dinner

Fear

Feign Death

Nondetection

Plant Growth

Stinking Cloud

Tongues

Create Food / Water

Revivify

Speak with Dead

Aura of Vitality

Counterspell

4TH LEVEL

Summon Black Pudding

Compulsion

Confusion

Greater Invisibility

Polymorph

Death Ward

Divination

Blight

Dominate Beast

Mordenkainen’s Private Sanctum

5TH LEVEL

Open the Freezer

Dehydration

Soup For Every Season

Commune 

Dominate Person

Geas

Hold Monster

Mislead

Modify Memory

Rary’s Telepathic Bond

Seeming

Contagion

6TH LEVEL

Doo Doo Ass

Mass Suggestion

True Seeing

Harm
Heal
Heroes’ Feast

7TH LEVEL

Famine

Etherealness

Regenerate

Resurrection

Symbol

Mordenkainen’s Mansion

Sequester

Simulacrum 

8TH LEVEL

Power Taste Stun

Antipathy/ Sympathy

Dominate Monster

Feeblemind

Glibness

Mindblank

9TH LEVEL

Foresight

Power Taste Kill

Power Taste Heal

Timestop

True Polymorph

Wish

Weird

True Resurrection

Mass Heal

CHEF SPELL

BEANS BEANS

1st-level evocation

Casting Time: 1 action Range: Self (15-foot cube from your behind)

Components: V, S,M (a bean that is consumed) 

Duration: Instantaneous

A wave of thunderous force sweeps out from your behind. Each creature in a 15-foot cube originating from you must make a Constitution saving throw.  On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On     a successful save, the creature takes half as much damage and isn’t pushed.

     In addition, unsecured objects that are comple- tely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out  to 300 feet.

     At Higher Levels. When you cast this spell  using a spell slot of 2nd level or higher, the dam-  age increases by 1d8 for each slot level above 1st.

BLOAT

1st-level enchantment

Casting Time: 1 action 

Range: 60ft. 

Components: S 

Duration: concentration, up to1 minute

You point a finger at a target creature and it must make a Wisdom saving throw. On a failed save,     the target’s speed is halved. On a successful save, nothing happens. 

     At Higher Levels. When you cast this spell  using a spell slot of 2nd level or higher you can target an additional target for each slot level      above 1st. 

BON APPETIT

1st-level evocation

Casting Time: 1 bonus action 

Range: 60 feet

Components: V, M (a diner bell)

Duration: Instantaneous

You ring a dinner bell and cry out to an ally letting them know food is ready and they regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

BRAIN FREEZE

2nd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of frozen dessert)

Duration: Instantaneous

You teleport a cold dessert into the throat of one creature you can see within range. The target must make a Constitution saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target is stunned until the start of your next turn and if they are holding concentration on a spell the concentration is broken. 

     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.

CLOUD OF FLOUR

1st-level abjuration

Casting Time: 1 action

Range: 60 feet

Components: M (a handful of flour), S

Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is  covered in white powder. Any creature in the area when the spell is cast is also covered in powder if    it fails a Dexterity saving throw. For the duration, affected creatures leave a trail of white powder behind them.

     Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

CURE MEATS

2nd-level necromancy (ritual)

Casting Time: 1 minute 

Range: touch 

Components:  S, M (a sprinkle of salt)

Duration: 1 month

You sprinkle a pinch of salt over a portion of       meat and give it an enthusiastic clasp. The food       is instantaneously cured and now will last a substantially longer time than it would have normally. When the spell is cast the food lasts        for 1 month after being cured. 

DEHYDRATION

5th-level necromancy

Casting Time: 1 action

Range: 60 feet 

Components: M (a raisin or prune) 

Duration: Concentration, up to 1 minute 

You target a creature within range and they must make a Constitution saving throw. If they fail themselves water begins to evaporate from their body and the target suffers 4d12 necrotic damage    as well as having disadvantage on concentration checks and gain a level of exhaustion each round   the spell persists. If the target succeeds they take  half damage and the spell has no other effect. 

DISTRACTING SIZZLE

1st-level enchantment

Casting Time: 1 action

Range: 60 feet 

Components: M (a sizzling pan) 

Duration: Instantaneous

You place some delectable morsels into a hot pan and create an enticing sizzling that attracts the attention of hostile creatures within range. The targets must make a Wisdom saving throw. On a failed save, they take 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move. A deafened creature automatically succeeds on the save.

     At HigherLevels.When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

DOO DOO ASS

6th-level necromancy

Casting Time: 1 action

Range: 120 feet 

Components: V (a farting sound) 

Duration: 1 minute. 

You target a creature within range and they must make a Constitution saving throw. Upon a failure they take 6d12 necrotic damage + 6d12 acid damage. The area around the target in a 5ft radius becomes difficult terrain as they create a disgusting puddle around themselves. For the next hour the target becomes poisoned after failing the saving and they have a -10 to all Charisma checks. If the target succeeds their saving throw they take half damage and none of these other effects occur. 

     At HigherLevels.When you cast this spell using a spell slot of 7nd level or higher, the damage increases by 2d12 of each damage type for each    slot level above 6th.

ENTHRALLING AROMA

2nd-level enchantment

Casting Time: 1 action 

Range: 60 feet 

Components: M, S 

Duration: 1 minute

You conjure an enticing aroma, causing creatures    of your choice that you can see within range and  that can smell your creation to make a Wisdom saving throw. Any creature that can’t be charmed succeeds

on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer    smell the aroma. The spell ends if you are incapacitated or can no create the aroma.

ENTICING AROMA

3rd-level enchantment

Casting Time: 1 action

Range: 120 feet

Components: S, M 

Duration: Concentration, up to 1 minute

You create a swirling cloud of smoke and steam   that weaves through the air inside a 30-foot sphere within range. The cloud appears for a moment and vanishes. Each creature in the area who smells the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature  is incapacitated and has a speed of 0.

   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

ESPRESSO SHOT

3rd-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny coffee cup) 

Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. The feeling of being able to rule the entire world and conquer any hurdle sweeps through them. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

     When the spell ends, the target can’t move or take actions until after its next turn, as a wave of needing to hold in a poop cramps them up.

FAMINE

7th-level necromancy

Casting Time: 1 action

Range: touch 

Components: V, S, M (a desiccated rat) 

Duration: 1 hour 

You reach out and touch a target creature and make a spell attack roll. If you hit the target creature the nutrients, fats, and proteins flee the body. They take 3d10 necrotic damage; their Strength, Dexterity, and Constitution scores are reduced by 1. At the end of their subsequent turns they may make another save and on a failure the effects occur again. If a target’s Strength or Constitution scores are reduced to 0 the target dies.  

 

FOOD POISONING

2nd-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: M (a bit of rotten food)

Duration: 1 hour 

You wave a bit of rotten food at a target creature within range. It must make a Constitution saving throw, on a failure the target is poisoned for the duration of the spell. On a success there is no eff- ect.

     At Higher Levels.When you cast this spell   using a spell slot of 3rd level or higher, you may target an additional target for each additional level  of spell slot.

HONED EDGE

2nd level transmutation

Casting Time: 1 bonus action

Components: S, M (a smooth piece of leather)

Duration: 1 minute

You hone the edge of your nonmagical weapon.    For the duration your weapon becomes imbued   with magical energy giving it a +1 bonus to attack and damage rolls. You can only target one weapon  at a time with this effect. 

     At Higher Levels. 4th level spell slot or higher raises the bonus to +2 and 6th level or higher rais-  es the bonus to +3

MASS BON APPETIT

3rd-level evocation

Casting Time: 1 bonus action 

Range: 60 feet

Components: V, M (a diner bell)

Duration: Instantaneous

You ring a dinner bell and cry out to an ally let-    ting them know food is ready, up to six creatures     of your choice that you can see within range re-   gain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on un-   dead or constructs.

     At Higher Levels. When you cast this spell  using a spell slot of 4th level or higher, the heal-    ing increases by 1d4 for each slot level above 3rd.

NOSTALGIC ODOR

Enchantment cantrip

Casting Time: 1 action 

Range: 60 feet 

Components: M, S 

Duration: Instantaneous

You create a scent that triggers a sense of unidentifiable familiarity in the mind of a target creature. If the target can smell your cooking, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

OPEN THE FREEZER

5th-level evocation

Casting Time: 1 action

Range: Self (60-foot cone)

Components: V, S

Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

     A creature killed by this spell becomes a frozen statue until it thaws.

     At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage  increases by 1d8 for each slot level above 5th.

 

PARCHED

transmutation cantrip

Casting Time: 1 action 

Range: 60 feet 

Components: M (a pinch of salt),  S 

Duration: Instantaneous

You sprinkle a bit of salt in the air and point at a target creature within range. It finds that it is somewhat hungry and slightly thirsty. It must make  a Constitution saving Throw or take 1d4 necrotic damage and have disadvantage on the next Constitution saving throw it makes before the end   of its next turn.

     This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th  level (4d4).

PEPPER SPRAY

2nd level transmutation

Range: 15ft 

Component: S, M (a pinch of ground pepper, type depending on intended effect)

Duration: instantaneous

You blow on a small pinch pepper, expanding it   into a 15 ft cone originating from your hand. Play- ers within the cone make a Constitution saving throw, taking 2d12 poison damage, or half as much on success. Upon a fail, you may also apply an  effect to the target determined by the type of pep-  per used as the material component.

-Black pepper: they sneeze non-stop til the end of their next turn and have disadvantage on saving throws and attacks

-Chili Powder: the target takes an additional 1d6   fire damage

-White Pepper: blinded till end of next turn

POWER TASTE HEAL 

9th-level enchantment

Casting Time: 1 action 

Range: 60 feet 

Components: M 

Duration: Instantaneous

You create a flavor of power that washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

POWER TASTE KILL 

9th-level enchantment

Casting Time: 1 action 

Range: 60 feet 

Components: M 

Duration: Instantaneous

You create a flavor of power that can compel one creature you can see within range to die instantly. If the

creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

POWER TASTE STUN

8th-level enchantment

Casting Time: 1 action 

Range: 60 feet 

Components: M 

Duration: Instantaneous

You create a flavor of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

     The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

REFRESHING MEAL

2nd-level evocation

Casting Time: 10 minutes 

Range: 30 feet 

Components: M 

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has     no effect on undead or constructs.

     At Higher Levels.When you cast this spell   using a spell slot of 3rd level or higher, the heal-   ing increases by 1d8 for each slot level above 2nd.

SETTLE STOMACH

3rd-level abjuration

Casting Time: 1 action 

Range: Touch 

Components: V, S 

Duration: Instantaneous

At your touch, all stomach ailments and charms affecting one creature ends. 

SPICY CURRY BREATH

2nd-level evocation

Casting Time: 1 bonus action 

Range: Touch

Components: V, S, M (spoonful of spicy curry paste)

Duration:

You feed one willing creature a spoonful of spicy curry paste and imbue it with the power to spew magical fire from its mouth, provided it has one. Until the spell ends, the creature can use an action   to exhale fire of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 fire damage of the chosen type on a failed save, or half as much damage on a successful one.

     At Higher Levels. When you cast this using a spell slot of 3rd level or higher, the damage in- creases by 1d6 for each slot level above 2nd.

SOMA’S OVERWHELMING UMAMI

2nd-level enchantment

Casting Time: 1 action 

Range: 60ft

Components: V (“Glad you liked it), M 

Duration: 1 minute

You manifest a surprisingly constructed dish into the mouth of a target within range. They must make a Charisma saving throw. If the target fails, they are overcome by the power of the food’s umami and begin to monologue about the incredible mix of flavors, aromas, and techniques used to construct the dish, they can take no other actions and are considered stunned. They may remake their save at the end of their subsequent turns until they succeed. If the spell lasts it’s duration their clothes burst off of them. IF they succeed their saving throw the spell ends. 

     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target an additional target for each additional level of spell slot.

SUMMON BLACK PUDDING

4th-level conjuration

Casting Time: 1 Action

Range: 60ft

Components: V, S, M (a blood sausage)

Duration: Concentration, up to 1 hour

You split open a blood sausage and make a slorping sound with your mouth, summoning a black pudding from the stinking swamp pits of Juiblex. The pudding appears in an unoccupied space you can see within range, and it disappears when it drops to 0 hit points. 

     Roll initiative for the pudding, which has its own turns. When you summon it and on each of yours turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do in its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. 

     At the end of each of the pudding’s turns, it makes a Charisma saving throw. On a failed save, the pudding continues to obey you. On a successful save, your control of the pudding ends, and the pudding spends its turns pursuing and attacking     the nearest non-pudding to the best of its ability.      If you stop concentrating on the spell you lose control of the pudding as well. 

     As part of the casting of the spell , you can     form a circle on the ground with extra virgin olive oil. The circle is large enough to encompass  your space. The summoned pudding can’t cross the   circle or harm it, and it can’t target anyone within   it. Using the material component in this manner consume it when the spell ends. 

     At Higher Levels. When you cast this spell  using a spell slot of 5th level or higher, increase     the amount of hit points the pudding starts with by one Hit Dice + it’s Constitution modifier for each slot level above 4th. 

SUMMON SOUS CHEF

1st-level conjuration (ritual)

Casting Time: 1 hour

Range: 10ft

Components: V, S, M (a tiny apron, chef hat,       and knife set; 10p worth of charcoal, incense, and herbs that must be consumed by fire in a small cooking pot)

Duration: Instantaneous

You gain the service of a magical sous chef which takes a form you choose: imp, pseudodragon,   quasit, or sprite. Appearing in an unoccupied     space within range, the sous has the statistics of     the chosen form.

     Your sous chef acts independently of you, but      it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A sous chef can’t attack, but it can take other actions as normal.

     When the sous chef drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

     While your sous chef is within 100 feet of you, you can communicate with it telepathically. 

     As an action, you can temporarily dismiss your sous chef. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

     You can’t have more than one sous chef at a time. If you cast this spell while you already have a sous chef, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your sous chef transforms into the chosen creature.

     If you have a sous chef summoned it reduces the time you need to prepare ingredients for the day by half as it will help you chop, shredd, marinade and season as needed. 

     Finally, when you cast a spell with a range of touch, your sous chef can deliver the spell as if it had cast the spell. Your sous chef must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. 

TURKEY DINNER

3rd-level transmutation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a slice of carved turkey) 

Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target  must succeed on a Constitution saving throw or be affected by this spell for the duration as their stomachs fill with a hearty turkey dinner and the tryptophan absorbs into their stomach lining. 

     An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its  turn.

     If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

     A creature affected by this spell makes another Constitution saving throw at the end of its turn.     On a successful save, the effect ends for it.

UPSET TUMMY

3rd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch a creature, and that creature must suc- ceed on a Wisdom saving throw or become plag-  ued by an upset tummy for the duration of the    spell. When you cast this spell, choose the nature    of the upset tummy from the following options:

? Choose one ability score. While their tummy is upset, the target has disadvantage on ability checks and saving throws made with that ability score.

? While tummy is upset, the target has disadvant-  age on attack rolls against you.

? While tummy is upset, the target must make a Wisdom saving throw at the start of each of its  turns. If it fails, it wastes its action that turn doing nothing.

? While the target’s tummy is upset, your attacks   and spells deal an extra 1d8 necrotic damage to     the target.

Either the remove curse or settle stomach spells end this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

     At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

ZEST

1st level enchantment 

Casting time: 1 action

Range: 60ft.

Components: S, M (the shavings of a lemon, orange, or lime)

Duration: instantaneous

You magically intensify the emotions of a creature within 30ft of you, causing them to react either negatively or positively. Roll any die. On an even roll, a number equal to half of your level (round up) is subtracted from their next attack roll or ability check. If you roll an even number, that number is added to their next roll. After learning what the effects of the spell will be, you may redirect it towards another creature. 

     At Higher Levels: For every level above 1st, you may add another target. Each target needs their own roll to see which effect they will get.

CHEF WEAPONS/ ARMOR

NAME

DAMAGE

PROPERTIES

NAME

DAMAGE

PROPERTIES

Serving Spoon

1d4 bludgeoning

light

Baking Sheet

1d4 bludgeon

Thrown (20/60), two-handed

Cleaver

1d8 slashing

Rolling Pin

1d8 bludgeon

Frying Pan

1d10/ 2d6 blg.

Verse.,  Improvised  Shield

Potato Masher

1d6 bludgeon

Knives

1d6 slash/pierce

Finesse, thrown (20/60)

Towel

1d4 snapping

Reach 10ft.

Butcher’s Fork

1d6 pierce

finesse

Wok

1d10/2d6 blg.

Verse., improvised shield

Ladle

1d6 blg.

Grater

1d6 slashing

CHEF ARMOR

NAME

INCREASE TO AC

PROPERTY

Pot Lid

+1 to AC

Improvised Shield

Pot

+1 to AC

Improvised Helmet

Improvised Shield/ Helmet: increases AC by +1. Some weapons can be used to deflect attacks and some objects work as temporary shields and helmets. 

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