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## Artificer Specialist: Culinary Chef A Culinary Chef is an expert at combining flavours, putting together feasts, concocting drinks and all things food related. Culinary Chefs wish to feed the hungry and share their passion for the culinary arts with others. In comparison to any regular cook, they incorporate magic and love into their creations, allowing them to achieve the complete mastery over their ingredients. #### Speciciality Features You gain the following features at the Artificer levels listed. ##### Features
| Artificer Level | Features | |:---:|:---:| | 3rd | Tool Proficiency, Culinary Spells,
Gourmet Snack | | 5th | Cook's Palate | | 9th | Invigorating Feast | | 15th | Kitchen Forged |
#### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with Cook’s Utensils. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Culinary Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this subclass, as shown in the *Culinary Spells Table*. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare. ##### Culinary Spells Table
| Level | Spells | |:---:|:---:| | 3rd | Purify Food and Drink, *Divine Flavor* | | 5th | Flame Blade, Lesser Restoration | | 9th | Create Food and Water, *Summon Vegetables* | | 13th | *Control/Boil Water*, *Grasping Wine* | | 17th | *Steel Spoon Strike*, *Raise Bread* |
> **NOTE:** > All *italicized* spells are custom spells. Their description can be found in the *Culinary Spells* section.
\columnbreak #### Gourmet Snack Beginning at 3rd level, whenever you take a short rest, you may prepare a small meal for yourself and your allies. A creature may choose to eat the food over the course of the short rest to regain 2d6 hit points.
You can only use this feature once a day, and you must have enough food, your Cook’s Utensils and a source of heat at your disposition, or alternatively enough coin to buy food (at your DM’s discretion).
When you reach certain levels in this class, the amount of hit points regained by consuming your food increases to: 3d6 at 6th level and 4d6 at 15th level. #### Cook's Palate Your palate has become one of the finest and most refined of all the Material Plane.
At 5th level, you gain resistance to Poison damage, and nothing you consume can cause you to become Poisoned or sick in any way. Additionally, you can incorporate any ingredient to your food, such as poisons, while remaining indetectable by sight, smell or taste. #### Invigorating Feast Your cooking is worthy of a Heroes Feast, as it grants your patrons unparalleled strength and courage.
Starting at 9th level, whenever you prepare a meal over a short rest, any creature who consumes the food you cooked cannot be Frightened or Poisoned, and gains resistance to Poison damage for the next hour. #### Kitchen Forged Being in a kitchen all day has made your skin tougher than most.
By 15th level, you gain resistance to both Cold and Fire damage. Additionally, taking Nonmagical Bludgeoning, Piercing or Slashing damage cannot cause you to lose concentration on your spells.
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\pagebreakNum ## Culinary Spells #### Divine Flavor *1st-level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous The flavours you incorporate in your dishes inspire your patrons and give them divine strength in combat. Choose a creature that is within range and that has consumed food that you prepared within the last 24 hours. This creature’s next weapon attack deals an extra 1d8 Radiant damage. #### Summon Vegetables *3rd-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (any vegetable or fruit seeds) - **Duration:** Concentration, up to 1 hour Edible plants are willing to answer your commands, as you treat them with respect and help them be loved by all your patrons. You call forth a small army of 3 *Vegetable Minions*. They manifest in an unoccupied space that you can see within range. These creatures can take on the form of any vegetable or fruit you would like. They have eyes, a mouth, legs and arms, and are no more than 3 feet tall. They disappear when they drop to 0 hit points or when the spell ends. The creatures' nature will not affect their skills or abilities in any way. These creatures are allies to you and your companions. In combat, they share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you do not issue any, they take the Dodge action and use their movement to avoid danger. Any creature may attempt to take a bite from a *Vegetable Minion* by making an attack roll against its AC. On a hit, the creature takes a bite, inflicting it an amount of damage equal to that creature's Bite attack damage if they have one, or 1d4 + their Strength ability modifier otherwise (at your DM's discretion). You may have the *Vegetable Minion* let it happen, without having the creature make an attack roll against it. Any creature who takes a bite from the *Vegetable Minion* gains 1d4 temporary hit points. ***At Higher Levels***: When you cast this spell using a spell slot of 4th level or higher, you summon 1 additional *Vegetable Minion* for each slot level above 3rd. \columnbreak #### Control/Boil Water *4th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a drop of water and a pinch of salt) - **Duration:** Concentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. **Flood**. **Part Water**. **Whirlpool**. **Boil**. You cause water in a radius of 25 feet in an area within range to heat up intensely. Every creature in the area must make a Constitution Saving Throw. For the duration of the spell, any creature in the area of the boiling water takes 4d6 Fire damage at the beginning of their turn on a failed save, or half as much (rounded down) on a success. #### Grasping Wine *4th-level Conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** Up to 1 minute Your culinary skills extend to the mastery of wines and alcoholic beverages of all kinds. As a bonus action, you conjure a few liters of wine or any other alcoholic substance of your choice. For the duration of the spell, you can freely manipulate the conjured liquid and any other alcoholic substances within range. Additionally, you may change the alcohol levels of the liquids that are being manipulated using this spell. When you cast this spell, you can direct the wine toward a creature and attempt to force it through the creature's nose or mouth to have them consume the liquid. That creature must succeed a Constitution Saving Throw. On a failed save, the creature immediately becomes inebriated, giving them disadvantage on all Dexterity checks and saving throws until they finish a long rest. At the DM's discretion and depending on the creature's resistance to alcohol, the spell may cause the creature to take arguably wrong decisions until the effect of the alcohol fades. On a success, the creature is unaffected by the alcohol. Alternatively, you may have the liquid be beneficial to the target, healing them by 2d4 + your spell casting ability modifier, and giving them advantage on all Charisma checks and saving throws until they finish a long rest. The target of the spell may choose to allow the liquid to enter their body without any resistance, in which case they do not have to make a saving throw, and the spell automatically takes effect. Until the spell ends, you can manipulate the wine to attack the same creature or another one as a bonus action on each of your turns.
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#### Steel Spoon Strike *5th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a metallic spoon or any other utensil) - **Duration:** Instantaneous As a chef, you only carry the best silverware and cooking tools, which can make the deadliest of weapons. As an action, you take out a utensil of your chosen, such as knife, a spoon or a fork, and imbue it with tremendous arcane energy, causing it to enlarge rapidly. Make a melee spell attack against a creature within range. On a hit, the creature takes 6d10 Bludgeoning damage if you hit them with a spoon, Piercing damage with a fork, or Slashing with a knife, and that creature must make a Constitution Saving Throw. On a failed save, the creature becomes stunned until the end of the current round of combat. \columnbreak
#### Raise Bread *5th-level Conjuration* ___ - **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S, M (water; wheat, flour, potatoes or rice) - **Duration:** Concentration, up to 1 hour Your baking expertise allows you to craft the most delicious foods that are high in carbohydrates. You place your hand to the ground and cause wheat to magically start growing at a rapid pace. You take 1 minute to transform the plants into dough and shape it until it forms a *Wheat Golem*. The golem’s body can be crafted into any sorts of bread, pasta or pastry. Alternatively, the golem can be crafted using rice or potatoes, depending on what is available to you. The golem's nature will not affect its skills or abilities in any way. The *Wheat Golem* is friendly to you and your companions. Roll initiative for it, as it has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you do not issue any commands to the golem, it defends itself from hostile creatures but otherwise takes no actions. Any creature may attempt to take a bite from the golem by making an attack roll against its AC. On a hit, the creature takes a bite, inflicting it an amount of damage equal to that creature's Bite attack damage if it has one, or 1d4 + their Strength ability modifier otherwise (at your DM's discretion). You may have the golem let it happen, without having the creature make an attack roll against it. Any creature who takes a bite from the golem gains 2d6 temporary hit points and may also gain resistance against one type of damage of your choosing. A creature cannot gain resistance to more than one type of damage using this effect.
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\pagebreakNum ___ > ## Vegetable Minion >*Tiny Plant, Neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 11 (1d6 + 7) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|8 (-1)|10 (+0)|10 (+0)|6 (-2)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common > ___ > ***Photosynthesis.*** If this creature would take Radiant damage or damage from a Water source, it instead gains that many temporary hit points. > > ***Edible.*** Any creature can attempt to take a bite from creature to gain 1d4 temporary hit points. > ### Actions > ***Tackle.*** *Melee Attack:* +5 to hit, reach 5ft., one target. *Hit* 2d4 + 2 Bludgeoning damage. > > ***Veggie Juice.*** *Ranged Attack:* +5 to hit, reach 20ft., one target. *Hit* 1d4 + 2 Acid damage. \columnbreak
___ > ## Wheat Golem >*Large Construct, Neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 155 (15d10 + 70) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|20 (+5)|10 (+0)|10 (+0)|6 (-2)| >___ > - **Condition Immunities** Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious > - **Damage Resistances** Fire, Poison; Bludgeoning, Piercing and Slashing from Nonmagical Attacks > - **Senses** Passive Perception 10 > - **Languages** Common > ___ > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Edible.*** Any creature can attempt to take a bite from creature to gain 2d6 temporary hit points and may also gain resistance against one type of damage of your choosing. A creature cannot gain resistance to more than one type of damage using this effect. > ### Actions > ***Multiattack.*** The golem makes two Slam attacks. > > ***Slam.*** *Melee Attack:* +8 to hit, reach 10ft., one target. *Hit* 2d8 + 5 Bludgeoning damage.
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\pagebreakNum ## Culinary Infusions As an Artificer, when you gain the *Infuse Item* feature, you become able to imbue your meals with specific magical infusions from the following list as you prepare them. #### Foodie Servant Prerequisites: Items: A gem worth at least 50gp and any food
You perform a ritual to magically infuse the food with your very own life essence, allowing you to shape it into a tiny creature of your choice that has a CR of 1/2 or lower. Upon completion of the ritual, the gem is consumed, and the Foodie Servant is brought to life. You determine the creature’s appearance. The creature is considered a Construct and it requires no sustenance. It is friendly to you and your companions, and it obeys any of your verbal commands. The Foodie Servant has 2d4 hit points and shares the abilities and stats of the chosen tiny creature. When its hit points drop to 0, it disappears. Additionally, as long as your food servant remains within 30 feet of you, it grants you +1 bonus to your attack rolls. #### Unperishable Prerequisites: Items: A pinch of salt and any food
Using this infusion, you can indefinitely extend any food’s preservation time, as it becomes unperishable. Choose an amount of food equivalent to about 4 portions. Upon completing the ritual, the food can no longer go bad or rot naturally, and can be preserved for an indefinite amount of time, making this an ideal infusion to pack lunches for long trips. #### Rotten Stink Prerequisites: Item: Sulfur and any food
You infuse the food with a sickening smell, making it absolutely repulsive. Any creature who smells the food from up close must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature gains disadvantage on Perception (Wisdom) checks that require their sense of smell until they complete a short rest, they immediately become nauseous and gain the urge to vomit. On a success, the creature is unaffected. \columnbreak #### Deathly Poison Prerequisites: Level 6, Item: A creature’s eyeball and any food
You introduce a deathly poison into the food, causing it to reek of decomposition. Any creature who consumes the food is immediately affected by one of the following effects at random.
| d6 | Deathly Poison Effect | |:---:|:---:| | 1 | The creature is seemingly unaffected by the poison. | | 2 | The creature’s speed is reduced by half until they finish a long rest. | | 3 | The creature becomes Poisoned until they finish a long rest. | | 4 | The creature takes no reactions and must use their bonus actions to resist the urge to vomit until they finish a long rest. | | 5 | At the beginning of each of their turns until they finish a long rest, the creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature must use their entire turn to either vomit or defecate. On a success, the creature manages to resist the urge and can take their turn as normal. | | 6 | The creature is knocked unconscious. |
#### Golden Apple Prerequisites: Level 12, Items: 800gp and any fruit
You enchant the fruit with an empowering spell, turning the fruit gold. Upon completing the ritual, the gold coins are consumed. Any creature who eats the entirety of the fruit is granted one of the following effects at random. Using this infusion also requires a 3rd level spell slot.
| d6 | Golden Apple Effect | |:---:|:---:| | 1 | The creature is seemingly unaffected. | | 2 | The creature gains a flying speed of 50 feet for the next hour, as golden angelic wings sprout from their back. | | 3 | The creature gains advantage on all attack rolls and ability checks for the next hour. | | 4 | The creature gains resistance to all Nonmagical damage for the next hour. | | 5 | The creature gains the benefits of the Haste spell for the next hour. | | 6 | The creature gains the benefits of the Death Ward spell for the next hour. |
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\pagebreakNum ### Culinary Background The background of your character as a chef will greatly influence their personality and backstory, but most importantly their cuisine, how they use their cooking tools and what they make out of their Artificer abilities. An experienced chef may be more confident in their abilities with knifes, allowing them to fight on the frontlines, whereas a simple line cook may prefer to provide some support from the rear. A pastry chef may prefer to conjure *Wheat Golems* that are made from cake, while an Itamae (a sushi chef) would rather craft them using rice.
| d6 | Culinary Background | |:---:|:---:| | 1 | One of the most renowned chefs in the world, with many years of experience when it comes to fine cuisine. They make a great leader just as much on the battlefield as in the kitchen. | | 2 | A sushi chef who can work wonders with the simplest ingredients, and who is extremely effective with their katana. Their precision and knowledge on various creatures allow them to quickly identify weaknesses and strike swiftly. | | 3 | A pastry chef, who adores decorating their creations and making them as ravishing as possible. They are always closely followed by their sous-chef and loyal acolyte, a tiny creature crafted with chocolate. | | 4 | A line cook who has been working at a tavern for a few years. They lack in experience and self-confidence, but they are certainly reliable, and they make a great chowder. | | 5 | An exotic chef who specializes in vegetarian meals, and who has a close connection with nature. Leave it to them to prepare a delicious five-course meal with nothing to eat but mushrooms and plants found in the middle of a forest. | | 6 | A stay-at-home parent who spends most of their day in the kitchen to cook for their 12 kids. Their food may not be the most delicious, but they make up for it with their efficiency and their tough skin. |
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