Cook Class

by TJGreatness

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Cook

A Human haggles with the shopkeep on the brilliant knife that would elevate their already astounding assortment of utensils. They offer their fresh greens harvested from far away lands, and that seals the deal. The adventurer happily returns to the inn, glad to have a fillet knife that matches
the massive greatsword they carry.

After putting the final touches on her totem, the Wood Elf prepares a hearty breakfast for her adventuring party as the sun begins to rise above the mountain's horizon. The scarce plants covered in dew and the morning wind cascading the scent across the hillside where they made camp.

The intrepid Half-Orc crests the hill overlooking the vast plains. He sets down his heavy pack, grabs his cookbook and prepares the next meal for the day, using his view to scout
out the animals he'll hunt with his trusty crossbow and the nearby vegetation he'll serve with the meat.

The hulking dragonborn looms over the battlefield, gripping his hammer in one hand and a meal in the other. After gulping down the delicacy of his own creation, he charges towards the undead horde, searing the flesh of
any that got close and bashing any that got even closer.

Cooks can come from all walks of life, but are all
joined together by a common drive to cook in every corner
of the realm, increasing their culinary knowledge and truely define their own style. Individuality is everything to a cook; if you don't have something that makes you stand out in a crowd, you might as well just leave.

Misunderstood Vocation

The typical cook does not an adventurer make, though luckily, there are some that are anything but typical. These cooks are heroes all their own, creating incredible dishes fueled by the reality-warping properties of the Feywild and its inhabitants and channeled through artistic drive.

A Drive for Betterment

Much like the strange inhabtants of the Feywild a cook sees little value in the monetary reward for slaying a monster; they would harvest all they could from the beast and make as many wonderous meals as they could. The true value in a hunt is to increase their skills and experiences through culinary experimentation.

Creating a Cook

When creating a cook, think about what drives them to adventure and, most likely, how that relates their culinary practice. Are they seeking the perfect dish for their picky pallette? Do they want to surpass their mentor or rival? Do they want to honor someone by making a unique dish for them? Or do they want to taste as many exotic foods as
they can? A cook's drive always stems from cooking and
the culinary arts because that is what sets them apart.

Additional Credit

Major credit to u/deloaf for providing major inspiration for this class.

The Cook
Level Proficiency Bonus Recipe Points Ingredient Die Features Max Recipe
Blend Level
1st +2 4 d4 Favored Cuisine, Recipe Blends 1st
2nd +2 6 d4 Gourmet Senses 1st
3rd +2 8 d4 Culinary Expertise 1st
4th +2 10 d4 Ability Score Improvement 1st
5th +3 14 d4 Monstrous Ingredients (1) 2nd
6th +3 16 d6 Extra Attack 2nd
7th +3 18 d6 Culinary Expertise Feature 2nd
8th +3 20 d6 Ability Score Improvement 2nd
9th +4 24 d6 Stranger Slices 3rd
10th +4 26 d6 Compact Caddy, Monstrous Ingredients (2) 3rd
11th +4 28 d8 Culinary Expertise Feature 3rd
12th +4 30 d8 Ability Score Improvement 3rd
13th +5 34 d8 Iron Stomach 4th
14th +5 36 d8 Strangest Selection 4th
15th +5 38 d8 Monstrous Ingredients (3) 4th
16th +5 40 d10 Ability Score Improvement 4th
17th +6 44 d10 Culinary Expertise Feature 5th
18th +6 46 d10 Supreme Connoisseur 5th
19th +6 48 d10 Ability Score Improvement 5th
20th +6 50 d10 Monstrous Ingredients (4) 5th

  Quick Build

 You can make a cook quickly by following these
 suggestions. First, Wisdom should be your highest ability
 score. Second, choose the guild artisan background. Third,
 select the Bull's Eye Broth and Vitality Fruit Rind
 Recipe Blends.

Class Features

As a cook, you gain the following class features

 Hit Points


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

Proficiencies


  • Armor: light
  • Weapons: Simple weapons
  • Tools: Cook’s Utensils

  • Saving Throws: Strength, Wisdom
  • Skills: Choose three skills from Animal Handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple melee weapon
  • a chef’s pouch and (a) a scholar’s pack or (b) and explorer’s pack
  • a hunting trap and (a) a shortbow & 20 arrows or (b) a light crossbow & 20 bolts (if proficient)
  • Oversized utensil (maul or greatsword) (if proficient)
  • 2 nets and (a) a pike or (b) a trident (if proficient)
  • Sturdy pan-like utensil (shield) (if proficient)
  • leather armor

Recipe Blends

Beginning at 1st level, you have an incredible ability to channel the abnormal properties of the strange Feywild and infuse foods with abnormal, magic-adjacent properties.

Recipe Points

You have a pool of Recipe Points, as shown in the Recipe Points column of the Cook table. Additionally, you can use a set of cook’s utensils to create mundane meals over the course of several minutes, given you have Fresh Ingredients.

Points can be spent infusing a single serving of mundane food with a blend listed at the end of the class description.

When a Recipe Point is spent, it is unavailable until you finish a long rest, at the end of which you recollect your creative culinary energy. Multiple meals can be infused at once, each expending the required Recipe Points; only requiring one roll of the Ingredient Die (as detailed below), but doing so requires adequate enough facilities for the number of meals to be made, such as a campfire, kitchen, or other similar encampment.

The cost of infusing a blend is detailed in the Recipe Point Cost table below. Using Recipe Blends without Fresh Ingredients results in each Blend requiring more Recipe Points, which is also detailed below.

Recipe Point Cost

With Fresh Ingredients

Blend Level Point Cost
1st 2
2nd 3
3rd 4
4th 6
5th 7

Without Fresh Ingredients

Blend Level Point Cost
1st 4
2nd 5
3rd 6
4th 9
5th 10

Preparing Blends

At the end of a long rest, you choose a number of blends equal to your Wisdom modifier + half your cook level, rounded down (minimum of one blend). The blends must be of a level that does not exceed your maximum level, as shown in the Max Recipe Blend Level column of the Cook table.

Potent Blends

A cook can infuse a meal with a Recipe Blend as if it was of a higher level than normal, treating it as the higher level for that infusion.

Eating Meals

A creature holding an infused meal can use their bonus action to eat the meal. Additionally, a creature can use its action to feed another willing creature within reach a meal infused with an infusion with an instantaneous duration. A meal infused with a non-instantaneous infusion can be handed to another creature that has a free hand within reach as an action, or as a bonus action if they are a cook. A creature can only be under the effect of one non-instantaneous blend at a time.

 An unwilling creature within reach can be forcefully fed a meal with an instantaneous duration with a successful melee recipe attack, using the modifier of the cook who infused the meal.

Cooking Ability

Wisdom is the ability score that represents your skill as a cook, as you utilize your intuitive knowledge to reshape meals using the Feywild's energy. Use your Wisdom modifier when setting the Recipe Save DC and Recipe Attack Modifier, even if another creature consumes the meal.

Recipe Save DC = 8 + your proficiency bonus + your Wisdom modifier

Recipe attack modifier = your proficiency bonus + your Wisdom modifier

Fresh Ingredients

In order to prepare incredible meals, a cook must have the required ingredients, known as Fresh Ingredients.

Fresh Ingredients can be acquired by (a) field dressing a Beast or Plant type creature of size Small or larger that has been dead for less than 4 hours, (b) successfully foraging or fishing in an area with sufficient sources, (c) spending at least 2 gp at a food market where Fresh Ingredients are available, or (d) any other scenario determined by the DM that reasonably results in Fresh Ingredients.

Ingredient Die. When you gather Fresh Ingredients you gain the Ingredient Die, a d4, of which you can only have one. After using your Fresh Ingredients to make a meal, roll the die. On a result of 1 or 2, your food stores have either been used, spoiled, or there’s not enough left for a meal. You lose your Ingredient Die and must gather Fresh Ingredients again. This die increases when you gain cook levels, as shown in the Ingredient Die column of the Cook table

Chef's Pouch

This unique component pouch you carry holds the ingredients necessary to make meals and the meals themselves, both mundane and blended.

Favored Cuisine

The first thing you bring to an adventure is your cooking skill. Your proficiency bonus is doubled for any ability check you make that uses your proficiency bonus with cook’s utensils. Additionally, choose one of the below options to exemplify your style of cooking.

Free Range: You brave the wilds in search for sustenance and thusly have become skilled at attacking from a distance. You are proficient with martial ranged weapons.

Jumbo Size: One of the utensils you own is a massive, two-handed exaggerated version of its common form. You are proficient with mauls and greatswords and this large utensil is considered a maul or greatsword, as appropriate.

Piscivore: Some of your best dishes come from the sea, and in order to procure the necessary ingredients while adventuring, you have become adept at both pole and spear fishing. You are proficient with nets, pikes, and tridents.

Pan-Fried: A sturdy well-made pan is central to your craft. You gain proficiency with shields. Additionally, you can use a large pan, wok, or similar utensil as a normal shield.

Gourmet Senses

At 2nd level, your heightened senses brought on by your culinary training grant you advantage on Intelligence and Wisdom checks that rely on smell and taste.

Culinary Expertise

When you reach 3rd level, choose a field of expertise which shapes how you express your culinary knowledge alongside your combat and supportive skill. Choose from Voyager, Blade Chef, Huntsman, Totem Mage, Soul-Blender, and Cavorteer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 17th level.

Ability Score Improvement

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.

Monstrous Ingredients

At 5th level, your studies combined with your adventuring experience has allowed you to manipulate portions of strange creatures and grand monsters to create edible dishes. A mastery of adapting these otherworldly ingredients allows you to harness their mystical powers and create uniquely potent meals.

You specialize in the gathering and preparing of ingredients from monsters atypically used for the culinary arts. Choose a monster type from this list: Aberration, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, and Undead. This feature grants you access to additional choices of Recipe Blends, known as Monstrous Blends, as listed at the end of the class description. Once you gain access to a set of Monstrous Blends, you always have them prepared, and it doesn't count against the number of blends you can prepare each day.

 Each Monstrous Blend can only be blended with one meal at a time, and you regain the ability to use that blend again at the end of a long rest.

Additionally, you can gather Fresh Ingredients from the remains of creatures of the selected type(s) if they are size Small or larger and have been dead for less than 4 hours.

You gain another Monstrous Ingredient option at 10th level, and again at 15th, and 20th level.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stranger Slices

At 9th level, you have learned to safely transfer the enhanced properties from various monsters found on the Material Plane using their remains. You can gather Fresh Ingredients from the remains of Dragon, Giant, Monstrosity, Ooze, and Undead type creatures if they are size Small or larger and have been dead for less than 4 hours.

Compact Caddy

At 10th level, your ability to carry equipment has increased, be it by a compartmentalized crate or sheer organizational prowess. Your carrying capacity is now your Strength score multiplied by 20, instead of 15.

Iron Stomach

By 13th level, your uncanny diet grouped with extradimensional energies wards your organs from harm. You gain proficiency in Constitution saving throws and become immune to disease and the poisoned condition. You additionally gain resistance to poison damage.

Strangest Selection

Beginning at 14th level, you have painstakingly learned to and gained the appropriate equipment to harvest various goopy parts from creatures native to other planes. You can gather Fresh Ingredients from the remains of Aberration, Celestial, Construct, Elemental, Fey, and Fiend type creatures if they are size Small or larger and have been dead for less than 4 hours.

Supreme Connoisseur

At 18th level, your mastery of the culinary arts allows you to prepare the most potent of meals. When you use a Recipe Blend, you can treat it as if it was infused at one level higher without spending additional Recipe Points, to a maximum of 3rd level.

This feature can be used on a number of meals equal to your Wisdom modifier (minimum of once). You regain all expended uses after a long rest.

Multiclassing

Ability Score Minimum: Wisdom 13
Proficiencies Gained: Simple weapons, cook’s utensils

Culinary Expertise

There are many different types of cook in the world, who each utilize their mystical capabilities in different ways, with some focusing their practice towards the culinary arts, the energy of the Fewyild, or the life of an adventurer. The type of cook you decide to be is known as your Culinary Expertise, and it will introduce to you various tools and abilities that increase not only how you cook but how you interact with the world and the peoples that inhabit it.

Voyager

Typically referred to as white cloaks, these cooks are equal parts cooks and adventurers, utilizing their culinary skills even in the face of an adventure's greatest dangers. Voyagers embody the purest form of support; providing palatable powers and edible encouragement both on and off the adventuring trail.

Ranged Feeding

At 3rd level, you have developed an advanced technique for feeding other creatures: throwing food at them. The range at which you can feed another creature you can see increases to 30 feet, as you throw the meal directly into their mouth. Additionally, you can hand a meal to a creature you can see within 30 feet, as long as they have an open hand to catch it.

Additionally, whenever a creature consumes a meal you blended, you can grant temporary hit points equal to twice your Wisdom modifier, in addition to the blend’s benefits, that last until the end of the creature's next short or long rest.

Smoke and Griddle

At 7th level, your successes, but mostly your failures, while trialing with your art has granted you tolerance against hot and smoky environments. You gain resistance to fire damage. Additionally, you treat areas lightly obscured by non-light sources, such as patchy fog or wispy smoke, as not obscured and heavily obscured areas, such as dense fog or thick smoke, as lightly obscured.

Extra Monstrous

At 11th level, you gain additional knowledge on how to utilize the remains of different monsters. You gain an additional Monstrous Ingredients option, along with the associated set of Monstrous Blends.

Off the Cuff

At 17th level, you gain an enhanced resilience from your times incidentally testing the volatile reactivity of exotic components. You are immune to fire damage, and you gain resistance to one of the following damage types: acid, cold, or lightning (your choice). Additionally, you have advantage on saving throws against harmful gases such as those created by the cloudkill spell, the stinking cloud spell, and gaseous breath weapons.

Blade Chef

These cooks are the perfect fusion of culinary and combat knowledge, leaving their spiritual studies to become secondary to their militaristic capabilities. As well-armored guardians, iron cloaks will adamantly take up arms against those who challenge their culinary or martial knowledge.

Battle Ready

At 3rd level, you combat training and knowledge of the biology of creatures have paid off, granting you the following benefits:

  • You gain proficiency in medium armor and 3 martial weapons of your choice.
  • When you attack with a weapon with which you are proficient, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Culinary Defender

Additionally at 3rd level, you can support your allies not only through delicious cooking, but by defending them on the battlefield. When an ally that is within half your speed of you is hit by an attack, you can use your reaction to teleport within 5 feet of the ally. The damage of the attack is split between you and you ally before applying reductions and resistances. If the attack roll would not hit you, you instead take no damage. Additionally, you can choose to become the target of the attack's additional effects, when applicable.

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

Resilient Toughness

At 7th level, your strength of mind and grit has increased your physical durability. Your hit point maximum increase by 7. Whenever you gain a level in this class thereafter, your hit point maximum increases by an additional 1 hit point.

Full Belly

At 11th level, when you or an ally within 30 feet of you is under the effect of a non-instantaneous Recipe Blend you created, you can make a weapon attack as a bonus action.

Culinary Guardian

At 17th level, your Culinary Defender feature is improved in certain ways. The range increases to your full speed, and your ally gains resistance to the remainder of the damage they take.

Huntsman

Cooks who follow this expertise prefer a less formal, more artistic form of cooking. They'll leave the most pristine, well-equipped kitchen for a simple clearing in a forest rich with nature's presence, cooking with an old cast iron pot over a crackling campfire. This affinity to the wild informality, emblematic of the Feywild, has granted them their title of green cloak.

Bonus Proficiencies

At 3rd level, you gain proficiency in two skills of your choice from the following list: Acrobatics, Investigation, Medicine, Nature, Stealth, and Survival.

Wild Foraging

Additionally at 3rd level, you gain a unique method for gaining Fresh Ingredients. You can gather Fresh Ingredients while adventuring by making a Wisdom (Survival) check, with the DC determined by the abundance of food and water nearby, as determined by the DM (See DMG, pg. 111).

Evocative Plating

Finally at 3rd level, you've gained the ability to gain momentary insight into a situation. You can take the Help action as a bonus action on your turn.

Once you use the Help action in this way, you cannot do so again until the end of your next turn.

When you use the Help action to aid a creature with an ability check, they gain a bonus equal to your Wisdom modifier, minimum of 1, in addition to gaining advantage. Additionally, you can use the Help action to aid a friendly creature within 10 feet of you in attacking a creature of your choice that you can see. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Starting at 9th level, you can use the Hide action as a bonus action. At 15th level, you can use the Search action as a bonus action.

Maestro Scout

Beginning at 7th level, you can use your action and expend Recipe Points to attune your senses to the environment's natural magics. For the next 2 hours, you gain a number of the following benefits of your choice equal to half the number of Recipe Points expended, rounded down:

  • You are considered to be watching for danger when you are engaged in another activity while traveling.
  • You gain advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • While traveling alone, you can move stealthily at a normal pace.
  • Your jump height and distance is doubled.
  • You ignore nonmagical difficult terrain.

Set the Table

At 11th level, you have learned to channel the fluctuating energies of the Feywild, giving you a burst of momentum when a fight breaks out. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).

Flavor of Passion

At 17th level, you can momentarily bind a creature with hyper-focused faerie energy. As an action, choose a creature within reach. The creature must succeed on a Charisma saving throw or be stunned for 1 minute. The first time a creature stunned in this way is hit by an attack, the attack becomes a critical hit.

The stunned target can repeat the saving throw at the end of each of its turns. On a successful save, the effect ends.

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

Totem Mage

These wood cloaks have immersed themselves in every aspect of the natural world, not just the flora and fauna. Their studies of the elemental planes along with the Feywild has allowed them to craft a conduit for primordial powers: a totem, allowing them to harness the magic of the world.

Nature Totem

Additionally at 3rd level, your adeptness with every aspect of the natural world has allowed you to develop a ritual to create a totem imbued with elemental powers of the land. A totem of wood, stone or metal can be made or repaired as a part of a short or long rest, expending a spell slot of 1st level or higher to create or repair a destroyed totem. When repaired, a damaged or destroyed totem regains all of its hit points. You can’t have more than one primal totem at a time. If you create a new totem while you have one, your link to the old one is broken and cannot be used.

Totem AC and Hit Points: The totem is a mundane item with an AC equal to your Recipe Save DC and hit points equal to five times your cook level. When the totem drops to 0 hit points, it is destroyed and can’t be used until repaired.

Placing the totem: You can place a totem on the ground within reach as a bonus action. When placed, the totem takes the same space as a Small creature. No one besides you can pick up or move the totem as it anchors itself using the Elemental Planes. Only you can remove it by calling it back.

Calling Back the Totem: As a bonus action, you can extend an empty hand and call for the totem, causing it to reappear in your hand. You can instantly place it on the ground within your reach as part of the same bonus action.

Spellcasting through the Totem: Your specific variant of spellcasting, Totem Casting, requires you to use your Nature Totem as a spellcasting focus. When the totem is placed and isn’t destroyed, your spells originate from it, and you still need to concentrate and make concentration checks as normal.

A placed totem can’t cast spells with a component that has an indicated cost which the spell consumes, and all verbal and somatic components originate from you.

When destroyed, the totem can still be recalled and used as a spellcasting focus, but cannot be placed.

Spellcasting

When you reach 3rd level, you connect yourself with the both the elemental planes and the Feywild through a handcrafted totem, which allows you to cast spells.

Cantrips: You know four cantrips: prestidigitation and three other cantrips from the druid spell list. You learn an additional druid cantrip at 10th level.

Spells Known of 1st level and Higher: You know three 1st level druid spells of your choice, two of which you must choose from the evocation and transmutation spells on the druid spell list.

The Spells Known column of the Totem Mage Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

 Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Totem Casting Ability: Wisdom is the spellcasting ability for your unique spellcasting method since your casting is possible through your connection to the natural world. You use your Recipe Save DC and Recipe Attack Modifier for your Spell Save DC and attack modifier.

Totem Mage Spellcasting
Cook
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 4 3 2
4th 4 4 3
5th 4 4 3
6th 4 4 3
7th 4 5 4 2
8th 4 6 4 2
9th 4 6 4 2
10th 5 7 4 3
11th 5 8 4 3
12th 5 8 4 3
13th 5 9 4 3 2
14th 5 10 4 3 2
15th 5 10 4 3 2
16th 5 11 4 3 3
17th 5 11 4 3 3
18th 5 11 4 3 3
19th 5 12 4 3 3 1
20th 5 13 4 3 3 1

Extraplanar Magic

Beginning at 7th level, when you use your action to cast a cantrip or feed another creature, you can make one weapon attack as a bonus action.

Warding Emblem

At 11th level, every time you cast a spell that deals acid, fire, ice, lightning, poison, or thunder damage, every friendly creature within 30ft of your totem gains resistance to the type of damage that spell dealt for 1 minute or until you cast another spell that triggers this feature.

Totemic Mastery

Starting at 17th level, you gain a second totem. The totem follows the same rules as your first totem, and every time you place a totem you can choose to place both within your reach, only requiring you to be holding one.

Soul-Blender

As a scholar of the Winter Fey or possible servant to one of the Lords and Ladies of Winter, these chill cloaks utilize the Feywild's darker, less understood aspects. Often embodying the cruel apathy of beings such as the Winter Queen, Soulb-Blenders utilize the spontaneous energy of the Feywild to manipulate the emotions and therefore life forces of others, namely the dead.

Soul Blends

At 3rd level, your experimentation and study of extradimensional mushrooms and organs accompanied with the deathly aura of the Unseelie Court has allowed you to manipulate a portion of life energies. This knowledge is represented in infusions specific to this culinary expertise: Soul Blends, which are an expanded list of Recipe Blends that can be prepared. Soul Blends need to be prepared and count against the total number of prepared Recipe Blends.

In order to fuel these Soul Blends, you have a unique form of Fresh Ingredients, known as Fresh Souls, which operate identically to Fresh Ingredients, save that Fresh Souls are gathered by absorbing remnant spiritual and/or emotional energy from places such as graveyards, gallows, or desecrated grounds. Additionally, Fresh Souls can be gathered as a reaction when a creature within 30 feet of you dies. The death of an undead or construct cannot result in a charge of Fresh Souls.

If a creature who is not a Soul-Blender attempts to eat a meal infused with a Soul Blend, the creature must make a Constitution saving throw, taking 1d6 poison and 1d6 necrotic damage per level of the blend on a failed save or half damage on a success, replacing the effect of the Soul Blend.

Ritual Stylizing

Additionally at 3rd level, your unique fusion of witchcraft and cooking that allows you to harness the power of souls has granted you one of the benefits listed below, which further emphasize the strangeness of your powers.

Coquette. You learn the friends cantrip. Wisdom is your spellcasting ability for this spell. Additionally, when the spell ends on a target, the target only realizes that you used magic to influence its mood if they fail a Charisma saving throw.

Harridan. You gain additional Recipe Points equal to your Wisdom modifier. This unique pool, known as Soul Points, can only be used to create Soul Blends.

Sibyl. You learn the guidance and resistance cantrips.

Virago. You learn the frostbie cantrip. Wisdom is your spellcasting ability for this spell.

Summon Winter Mirage

At 7th level, you can use a bonus action to magically manifest a frozen reflection of your coldheartedness in an unoccupied space you can see within 15 feet of you. This mirage lasts until it is destroyed, you dismiss it as a bonus action, you manifest another mirage, or you're incapacitated.

Your mirage has AC 12 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the mirage to move up to 20 feet in any direction (no action required). If your mirage is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your mirage at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you use your action to feed or hand food to another creature, you may consider yourself to originate from your space or the mirage’s.

Soul Sacrifice

At 11th level, your adeptness with morphing life energy gives you a chance to try and evade death at the last second. When you drop to 0 hit points, aren't killed instantly, and have a use of Fresh Souls, roll a d4. On a result of 1 or 2, you expend your Fresh Souls, dispelling the energy as you drop to 1 hit point instead.

Once you use this feature successfully, you cannot use it again until you finish a long rest and regain a charge of Fresh Souls.

Dual Mirage

At 17th level, you can use your bonus action to create two mirages with your Summon Winter Mirage feature, and these mirages can co-exist. Anything you can do from one mirage’s position can also be done from the other's position.

Cavorteer

The Cavorteer fully envelop themselves in the uncanny energy of the Feywild, studying and reflecting the volatile physical and emotional states into their movements. These cooks have studied a unique traditional dance of the Seelie Fey, which they use to enhance their combat and culinary capabilities. Meals made by a Cavorteer are often more extravagant in appearance, reflecting the wild brilliance of the Summer Court.

Titania Step

When you adopt this expertise at 3rd level, you can invoke the brilliant ritual dance of the Feywild known as the Titania Step, provided that you are not wearing heavy armor, which utilizes a set of bizarre and sprightly movements to channel the fraught emotions of the Fey.

You can use a bonus action to initiate the Titania Step, which lasts for 1 minute. It ends early if you are incapacitated or restrained. You can also stop doing the Titania Step at any time (no action required).

  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of 1).
  • Your reach increases by 10 feet for the purposes of feeding or handing food to another creature.
  • You can use your bonus action on your turn grant a creature within 10 feet a number of temporary hit points equal to your Wisdom modifier (minimum of 1), which last until you stop Titania Stepping.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Stepping Stone Stepping

By 7th level, you've learned to adapt your dancing in order to increase your evasiveness. When you are hit by an attack, you can use your reaction to cause all subsequent attacks against you to have disadvantage until the end of your next turn.

Robust Pace

At 11th level, your dance becomes swift and coordinated, and your walking speed increases by 10 feet. Additionally, while you are Titania Stepping, creatures have disadvantage on opportunity attacks made against you.

Adaptive Culinarian

At 17th level, you learn to instinctively harmonize with the vivacity of the Feywild. You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.

Recipe Blends

The blends are listed in alphabetical order.

1st Level
  • Bull's Eye Broth
  • Charred Cypress Leaves SB
  • Chromatic Crab Mix
  • Gnaw Skull Scrap SB
  • Great-Blood Juice
  • Hardy Tar Licorice
  • Memory Lane Lemons
  • Odd Allie Salad
  • Quick Salmon Scales
  • Ranchy Milk
  • Saber-Lion Marrow
  • Scorpion Shell Mill
  • Seething Squid
  • Speckled Giant Owl Eggs
  • Vitality Fruit Rind
2nd Level
  • Boiled Whip Weed
  • Curried Octopus
  • Draug Chowder SB
  • Enchanted Buck Venison
  • Fearful Soul Sorbet SB
  • Green Rabbit Sauté
  • Poison Sauce
  • Red Boar Milk Broth
  • Restorative Ice Water
  • Ruby Spot Popcorn
  • Steel-Bark Petals
3rd Level
  • Ankheg Soil
  • Blight Potato Salad
  • Elder Afterfeather
  • Fizzy Float Kernels
  • Life Choke Beans SB
  • Metallic Veggie Medley
  • Pan-Fried Basilisk Legs
  • Porting Pepper Permutation
  • Undeath Unbread SB
  • Yew-Smoked Brisket
4th Level
  • Cockatrice Egg White
  • Lifespark Blossom Puree
  • Resonant Snap Peas
  • Smoke Roasted Water
  • Void Stomach SB
5th Level
  • Couatl Pork
  • Coulis of Beckoning
  • Pastry of Un-Animation SB
  • Super Poison Sauce

SB Denotes a Soul Blend

Monstrous Blends

Aberration
  • Ten Year Ink Wine 2nd
  • Fried Gibber 3rd
  • Infinity Calamari 1st
Celestial
  • Beacon Berry 1st
  • Dawn Light Salad 2nd
  • Angelic Radiance Wafer 4th
Construct
  • Assembler's Soup 3rd
  • Pounded Pseudo-Sternum 1st
  • Golem Fillet 2nd
Dragon
  • Braised Perdition 4th
  • Spittin' Chili 3rd
  • Terrible Chords 2nd
Elemental
  • Crystal Candy Solution 2nd
  • Kinda-Nature Sorta-Cake 3rd
  • Havoc Relish 1st
Fey
  • Four-Star Legume 1st
  • Pixie-Wood Seeds 2nd
  • Chiffonade Faerie Leaves 3rd
Fiend
  • Filleted Fiendish Ferocity 4th
  • Salted Succubus Tears 2nd
  • Minced Demon Offal 5th
Giant
  • Colossal Tea 2nd
  • Calming Resilience 1st
  • Stone Fruitcake 1st
Monstrosity
  • Blech Yolk 2nd
  • Displacer Wurst 2nd
  • Grotesque Innards 3rd
Ooze
  • Crisped Ooze 2nd
  • Slick Jelly 2nd
  • Squishy Citrus 3rd
Undead
  • Putrification Juice 4th
  • Shredded Rot 3rd
  • Cadaver Treacle 3rd

Angelic Radiance Wafer

5th level
Prerequisite: Monstrous Ingredients (Celestial)
Duration: Instantaneous
These divine sweet crackers grant a purifying energy to a creature within reach. When eaten, you can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that has charmed, paralyzed, or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Ankheg Soil

3nd level
Duration: 2 hours
When eaten, you gain abilities akin to those of the subterranean monstrosity. You gain a burrowing speed of 20 feet and tremorsense to a range of 30 feet.
Potent Blend When you use this blend at 4th level or higher, the burrowing speed and tremorsense's range increases by 10 feet for each level above 3rd.

Assembler's Soup

3rd level
Prerequisite: Monstrous Ingredients (Construct)
Duration: Concentration, up to 10 minutes
When eaten, you create streams of mystical noodles to manipulate small objects. Choose up to six nonmagical Tiny or Small objects within 120 feet that are not being worn or carried. Medium targets count as two objects and Large count as four. You can’t animate any object bigger than Large. Each target animates and becomes a construct under your control until the blend ends or until reduced to 0 hit points.

As a bonus action on your turn, you can issue a command to as many constructs of your choice made with this blend within 120 feet of you. You decide what action the construct will take and where it will move during its next turn, or you can issue a general command. If you issue no commands, the constructs defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with statistics are determined by its size. Its Constitution is 10, its Intelligence and Wisdom are 3, and its Charisma is 1. It has a walking speed of 30 feet or a flying speed of 30 feet and can hover if it lacks appendages it can use for locomotion. If the object is securely attached to a surface or larger object its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes an attack with an attack bonus and damage determine by its size. The DM might rule that a specific object inflicts bludgeoning, piercing, or slashing damage based on its form.

Animated Object Stats
Size HP AC Str Dex To Hit Damage
Tiny 20 18 4 18 +8 1d4 + 4
Small 25 16 6 14 +6 1d8 + 2
Medium 40 13 10 12 +5 2d6 + 1
Large 50 10 14 10 +6 2d10 + 2

Potent Blend When you use this blend at 4th level or higher, you can animate two additional objects for each level above 3rd.

Beacon Berry

1st level
Prerequisite: Monstrous Ingredients (Celestial)
Duration: Concentration, up to 2 hours
This strangely refractive yellow berry faintly emits a calming light. When eaten, you feel light and springy, as you shed bright light in a 10-foot radius and dim light in an additional 10 feet. Additionally, creatures in the bright light can't benefit from being hidden or invisible from you. You can use a bonus action to suppress the light until you use another bonus action to relight it.
Potent Blend When you use this blend at 2nd level or higher, the range of both the bright and dim light increases by 10 feet for each level above 1st.

Blech Yolk

2nd level
Prerequisite: Monstrous Ingredients (Monstrosity)
Duration: 1 minute
This mixture of various types and species of egg causes a sorrowful reaction in the cook who slaved over it. When eaten, you must succeed on a Constitution saving throw of become stunned for the duration. You can repeat the saving throw when you take damage and at the end of your turn.
Potent Blend When you use this blend at 3rd level, you have disadvantage on the repeat saving throw triggered by taking damage.

Blight Potato Salad

3rd level
Duration: Concentration, up to 10 minutes
When eaten, you raise a wall of tangled spud brush that slows opponents. The wall appears on a solid surface and lasts for the duration. You choose to make the wall up to 30 feet long, 20 feet high, and 5 feet thick or a 20-foot diameter circle up to 20 feet high and 5 feet thick. The wall blocks line of sight. A portion of the wall must be within reach of you when created.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing and 2d8 poison damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 2d8 slashing and 2d8 poison damage on a failed save, or half as much damage on a successful one.

Potent Blend When you use this blend at 4th level or higher, the poison damage increases by 1d8 for each level above 3rd.

Boiled Whip Weed

2nd level
Duration: 1 minute
This bug-catching plant hones your reflexes to defend against projectiles when boiled to a pale orange. When a ranged weapon attack hits you after eating, you can use your reaction to reduce the damage by 1d10 + the cook's Wisdom modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Potent Blend When you use this blend at 3rd level or higher, the damage reduction increases by 1d10 for each level above 2nd.

Braised Perdition

4th level
Prerequisite: Monstrous Ingredients (Dragon)
Duration: 1 minute
This stew-like dragon tongue meal marks those who eat it with a vulnerability to elemental attacks. When blended, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When eaten, you must succeed on a Constitution saving throw or be affected by the blend for the duration. The first time each turn you take damage of the chosen type, you take an extra 2d6 damage of that type. Moreover, you lose any resistance to that damage type until the blend ends.
Potent Blend When you use this blend at 5th level, the additional damage you take increases by 1d6.

Bull's Eye Broth

1st level
Duration: 1 Round
When eaten, you add the cook’s Wisdom modifier to the next attack roll you make.
Potent Blend When you use this blend at 2nd level or higher, the bonus increases by 1 for each level above 1st.

Cadaver Treacle

3rd level
Prerequisite: Monstrous Ingredients (Undead)
Duration: Concentration, up to 1 hour
This sticky syrup grants you the ability to briefly create an undead spirit. When eaten, you scrape together remnant spiritual energies to amalgamate a group of undead spirits. Choose a Small or Medium corpses you can see within 60 feet. A specter immediately appears in the corpse's space.

You can use a bonus action to mentally command the creatures you make with this blend, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. Potent Blend When you use this blend at 4th level or higher, you can summon an additional specter from an additional corpse for each level above 3rd.

Calming Resilience

1st level
Prerequisite: Monstrous Ingredients (Giant)
Duration: Concentration, up to 1 minute
This smooth, stone-like meat embodies the stoic nature of the giants. When eaten, you can suppress any effect causing you to be charmed, frightened, or poisoned. When this blend ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Charred Cypress Leaves

Prerequisite: Soul Blender
1st level
Duration: Instantaneous
When eaten, you become infused with dark, mournful energy. As part of the action used to eat this meal, a stream of toxic smog emanates from you in a line 30 foot long and 5 feet wide. Each creature in the line must succeed on a Dexterity saving throw. On a failed save, a creature takes 2d8 poison damage and becomes poisoned until the end of your next turn. On a successful save, the creature takes half as much damage and isn't poisoned. While poisoned in this way, a creature's speed is halved.
Potent Blend When you use this blend at 2nd level or higher, the damage increases by 1d8 for each level above 1st.

Chiffonade Faerie Leaves

3rd level
Prerequisite: Monstrous Ingredients (Fey)
Duration: Special
These leaves are sourced directly from the deepest, most mystical parts of the Feywild. When eaten, you shift forms into a spirited beast. As an action within 1 hour of eating this meal, you adopt the shape of a beast you have seen before that has a challenge rating of 1/2 or lower and doesn't have a flying or swimming speed.

You can stay in this fey beast form for a number of hours equal to half the sum of the cook's Wisdom modifier plus your proficiency bonus, rounded down (minimum of 1 hour). You can revert to your normal form earlier by using a bonus action on your turn, ending the blend. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, you follow the same rules as the druid's Wild Shape feature, except the form's creature type becomes Fey.

Potent Blend When you use this blend at 4th level, the form can have a flying and/or swimming speed. At 5th level, the challenge rating of the beast form can be as high as 1.

Chromatic Crab Mix

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Charisma equal to the cook’s Wisdom modifier, as you personify the carapace’s neon reflectance.
Potent Blend When you use this blend at 2nd level, you become under the effects of your choice of an alter self or tongues spell. At 3rd level, you add the bonus to any Charisma saving throw made for the duration.

Cockatrice Egg White

4th level
Duration: Concentration, up to 1 minute
This slightly abnormal serving of egg can prove debilitating to those who eat it. When eaten, you must succeed on a Wisdom saving throw or be paralyzed for the duration. This blend has no effect on undead. At the end of each of its turns, the target can repeat the saving throw, ending the blend on a success.

Colossal Tea

2nd level
Prerequisite: Monstrous Ingredients (Giant)
Duration: Instantaneous
This pale blue-gray water is distilled from the essence of giant-kin, faintly wafting a thin mist. When eaten, a 15-foot radius cloud of mist appears centered on you for 1 round, which heavily obscures the area. When creatures of your choice start their turn within the fog or enters the fog for the first time on their turn, they make a Wisdom saving throw. Creatures in the fog when it appears have disadvantage on the saving throw. On a failure, the creature is stunned for 1 minute, as a strange fog envelops them.

When stunned in this way, a creature's speed becomes 0, and it can't benefit from any bonus to its speed. The creature can repeat the saving throw at the end of each of its turn, ending the effect on a success or taking 1d4 thunder damage on a failure.
Potent Blend When you use this blend at 3rd level or higher, the radius of the fog increases by 5 feet and the damage increases by 1d4 for each level above 2nd.

Couatl Pork

5th level
Duration: 1 hour
When eaten, you gain the insightful blessing of the couatl passed on through their livestock. You gain advantage on all saving throws using an ability of your choice, and advantage on the next skill check you make for the duration.

Coulis of Beckoning

5th level
Duration: Concentration, up to 1 minute
When eaten, you attempt to expel a creature to another plane. As an action on your turn, you can channel extradimensional energies to rend a creature from your current plane. Make a ranged recipe attack against a creature within 20 feet. On a hit, the attack deals 4d10 force damage, and If this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the blend ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Crisped Ooze

3rd level
Prerequisite: Monstrous Ingredients (Ooze)
Duration: Concentration, up to 1 minute
A cracker baked from the remnants of an ooze's digestive enzymes. When eaten, you augment your weapons with the corrosiveness of an ooze. Once per turn, for the duration or until this blend has been used 4 times, your weapon attacks deal an additional 1d4 acid damage and, on a hit, covers the target in acid for the duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Potent Blend When you use this blend at 4th level or higher, the maximum number of uses increases by 2 for each level above 3rd.

Crystal Candy Solution

2nd level
Prerequisite: Monstrous Ingredients (Elemental)
Duration: Concentration, up to 1 minute
Ground dust from an edible compact of elemental energy suspended in a sweet liquid. When blended, choose a damage type: cold, fire, or lightning. When eaten, your weapon attacks become enhanced with primordial power. For the duration or until this blend has been used 6 times, your weapon attacks deal an additional 1d6 damage of the chosen type.
Potent Blend When you use this blend at 3rd level or higher, the maximum number of uses increases by 2 for each level above 2nd.

Curried Octopus

2nd level
Duration: Concentration, up to 1 minute
When eaten, your body radiates an exorbitant amount of heat in a 10-foot radius around you, turning the area into difficult terrain for creatures other than you. For the duration, any creature other than you that ends its turn within the area must make a Constitution saving throw, taking 1d6 fire damage on a failed save, or half as much on a successful one. Being underwater does not grant resistance to this damage.
Potent Blend When you use this blend at 3rd level or higher, the damage increases by 1d6 or the range increases by 5 feet (your choice) for each level above 2nd.

Dawn Light Salad

2nd level
Prerequisite: Monstrous Ingredients (Celestial)
Duration: Instantaneous
A salad enchanted by the divine power of beings from the Upper Planes. When eaten, you heal 2d10 + the cook’s Wisdom modifier. This blend has no effect on undead or constructs.
Potent Blend When you use this blend at 3rd level or higher, the healing increases by 1d10 for each level above 2nd.

Displacer Wurst

2nd level
Prerequisite: Monstrous Ingredients (Monstrosity)
Duration: Concentration, up to 1 minute
When eaten, the uncanny displacer beast's signature ability has been transfered to you. You project a magical illusion that causes attack rolls against you to have disadvantage for the duration. If you are hit by an attack, this trait is disrupted until the beginning of your next turn. This effect is also disrupted if your speed becomes 0.

Draug Chowder

2nd level
Prerequisite: Soul Blender
Duration: Instantaneous
When eaten, you briefly transpose the darkest energies of the Feywild to bind foes. Each creature in a 20-foot cube originating from you must make a Constitution saving throw, taking 3d8 cold damage and being hindered by ice formations for 1 minute., or until it or another creature within reach of it uses an action to break the ice. A creature hindered by ice has its speed reduced to 0, unless it is immune to being restrained. On a successful save, a creature takes half as much damage and isn’t hindered.
Potent Blend When you use this blend at 3rd level or higher, the damage increases by 1d8 for each level above 2nd.

Elder Afterfeather

3rd level
Duration: Instantaneous
When eaten, this seasoning made from a long since cooled phoenix feather gives you restorative powers. Up to six creatures of your choice that you can see within 60 feet regains hit points equal to 1d4 + the cook's Wisdom modifier. This blend has no effect on undead or constructs.
Potent Blend When you use this blend at 4th level or higher, the healing increases by 1d4 for each level above 3rd.

Enchanted Buck Venison

2nd level
Duration: Instantaneous
When eaten, you immediately attempt to absorb spent magical essence and regain an expended spell slot. To do so, you must succeed on a Constitution (Arcana) check with a DC equal to 10 + the spell slot’s level. The spell slot to be regained cannot be higher than 2nd level. If you do not have access to spell slots, this blend's effect is wasted.
Potent Blend When you use this blend at 3rd level or higher, the spell slot to be regained can be one level higher for each level higher than 2nd.

Fearful Soul Sorbet

2nd level
Prerequisite: Soul Blender
Duration: Concentration, up to 1 minute
When eaten, you torment a creature with terrifying apparitions only they can see. As part of the bonus action used to eat this meal, you can cause one creature within 60 feet of you to make a Wisdom saving throw or become frightened of you for the duration. While frightened in this way, a creature must use its movement to move to the nearest safe spot from which it can't see you.

 If a creature ends its turn in a location where it doesn't have line of sight to you, they can make a Wisdom saving throw, ending the effect on a success.
Potent Blend When you use this blend at 3rd level or higher, you can target an additional creature for each level above 2nd. The creatures must all be within 30 feet of each other when you target them.

Filleted Fiendish Ferocity

4th level
Prerequisite: Monstrous Ingredients (Fiend)
Duration: 4 hours
Many demons and devils are known for their vicious cruelty, and this lean heart meat typifies it. For the first time after eating, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until one minute has passed or you lose concentration, as if concentrating on a spell, and you die then only if you still have 0 hit points.

Fizzy Float Kernels

3rd level
Duration: Concentration, up to 10 minutes
When eaten, you gain a flying speed of 60 feet for the duration. When the blend ends, you fall if you are still aloft, unless you can stop the fall.

Four-Star Legume

1st level
Prerequisite: Monstrous Ingredients (Fey)
Duration: 1 hour
When eaten, you feel favored by fate due to this strange peanut. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Once you use this blend, the blend ends.
Potent Blend When you use this blend at 3rd level or higher, you can use this benefit an additional time for every other level above 1st.

Fried Gibber

3rd level
Prerequisite: Monstrous Ingredients (Aberration)
Duration: 1 minute
One should not eat this exorbitantly dangerous fried tumor. You can use your action to toss the fried ball to any space within 20 feet, where it will immediately break open and grow into a cancerous mass of teeth, eyes, and tendrils filling a 5 foot cube. This initial mass has 10 AC and 40 hit points, it makes saving throws with a +0 modifier, and is hostile towards all creatures. If a creature starts its turn or moves within 5 feet of the mass, it will make a melee weapon attack against the creature with a +5 to hit, dealing 2d6 piercing damage and 3d4 poison damage on a hit.

When damage is dealt to the mass, it will expand to another random unoccupied space within 5 feet of the targeted space. The mass can only expand once per round, and dealing acid or fire damage negates this ability. Expanded parts of the mass only have 1 hit point, but can only be removed by dealing acid, fire, or slashing damage.

 If a creature eats this meal, they must make a Constitution saving throw, taking 6d6 poison damage on a failed save or half as much on a success. The mass fills a 5 foot cube in that creatures space, ejecting them to an adjacent unoccupied space.
Potent Blend When you use this blend at 4th level or higher, the mass' hit points increases by 20, its attack's to hit bonus increases by 1, and the attack's damage increases by 1d6 piercing and 1d4 poison damage for each level above 3rd.

Gnaw Skull Scrap

1st level
Prerequisite: Soul Blender
Duration: Instantaneous
When eaten, you create three sparkling motes of black ice and launch them at your enemies. Each mote hits a creature of your choice that you can see within 60 feet. Each mote deals 2d4 cold damage to its target. The motes all strike simultaneously, and you can direct them to hit one creature or several.
Potent Blend When you use this blend at 2nd level or higher, you create an additional mote for each level above 1st.

Golem Fillet

2nd level
Prerequisite: Monstrous Ingredients (Construct)
Duration: 1 minute
This odd piece of meat-like material is infused with numerous threads of magic. When eaten, you can use your reaction when hit by an attack to halve any bludgeoning, piercing, and slashing damage you take for that attack.
Potent Blend When you use this blend at 3rd level or higher, any bludgeoning, piercing, and slashing damage you take during the duration is reduced by an amount equal to half the cook's Wisdom modifier, rounded down (minimum of 1), before halving, for each level above 2nd.

Great-Blood Juice

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Strength equal to the cook’s Wisdom modifier, as your muscles bulge and grow and skin shifts to a bloody hue.
Potent Blend When you use this blend at 2nd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. At 3rd level, you add the bonus to any Strength saving throw made for the duration.

Green Rabbit Sauté

2nd level
Duration: 2 hours
When eaten, your leg strength increases incredibly. Your jump height and distance is multiplied by the blend's level for the duration. Additionally, you can attempt to shove a creature as a bonus action on your turn, as you forcefully kick the target.
Potent Blend When you use this blend at 3rd level or higher, the distance you can shove a creature increases by 5 feet for each level above 2nd.

Grotesque Innards

3rd level
Prerequisite: Monstrous Ingredients (Monstrosity)
Duration: 1 hour
This quiche of amalgamated entrails has the ability to transform those who eat it into a monster. When eaten, you transform and gain monstrous physical attributes for the duration. You also gain a +2 bonus to AC, weapon attack rolls and Strength and Dexterity skill checks. Additionally, you gain advantage on Strength and Dexterity saving throws. Finally, you have disadvantage on Performance and Persuasion checks made to interact with other creatures, but advantage on Athletics and Intimidation checks.
Potent Blend When you use this blend at 4th level or higher, the bonus increases by 1 for each level above 3rd.

Hardy Tar Licorice

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Constitution equal to the cook’s Wisdom modifier, as the abysmally harsh flavor reinforces your body and stomach.
Potent Blend When you use this blend at 2nd level or higher, you are immune to the poisoned condition and resistant to poison damage. Additionally, you treat your exhaustion level as if it were 2 lower than it is, however you can still die from exhaustion as normal. At 3rd level, you add the bonus to any Constitution saving throw made for the duration.

Havoc Relish

1st level
Prerequisite: Monstrous Ingredients (Elemental)
Duration: Instantaneous
When eaten, you spit a speck of energy from the Elemental Chaos. Make a ranged recipe attack against one creature within 90 feet. On a hit, the target takes 2d4 + 2d6 damage. Choose one of the d4s. The number rolled on that die determines the attack's damage type, as shown below.

d4 Damage Type
1 Cold
2 Fire
d4 Damage Type
3 Lightning
4 Thunder

Potent Blend When you use this blend at 2nd level or higher, you create an additional speck for each level above 1st. You can direct the attacks at the same target or at different ones, making a separate attack roll for each. All attacks deal the same damage type as the first attack.

Infinity Calamari

1st level
Prerequisite: Monstrous Ingredients (Aberration)
Duration: 1 minute
This deceptively heavy knotted tentacle glows faintly with eldritch powers. When eaten, a pair of squid-like arms appear from your back for the duration. These arms can only be used as a magical natural weapon with a 15 foot reach, dealing 1d6 slashing damage on a hit. Once per turn, a target hit by the natural weapons must succeed on an Intelligence saving throw or subtract 1d4 from the next saving throw it makes before the end of your next turn.

Potent Blend When you use this blend at 3rd level or higher, the natural weapon gains a +1 bonus to the attack and damage rolls you make using it for every other level above 1st.

Kinda-Nature Sorta-Cake

Prerequisite: Monstrous Ingredients (Elemental)
3rd level
Duration: Concentration, up to 1 minute
This cheesecake was created with the essence of the lands between the Elemental Planes, where primordial forces crash and smooth flavors flourish. When blended, select one of the options below. When eaten, your body becomes enveloped in kinda-elemental power, gaining the chosen option.

Frost Stake. You cause up to three pillars of ice to burst from places on the ground or on existing ice that you can see within 90 feet that last for the duration. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 20 feet. The area where a pillar appears must be wide enough for its diameter, and you can target the area under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 20 hit points.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the cook's recipe save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Lava Spout. A thin layer of molten rock surrounds you. When a creature of your choice moves to a space within 5 feet of you for the first time on a turn, they must succeed on a Dexterity saving throw, taking 5 fire and 5 bludgeoning damage on a failed save, or half as much damage on a successful one. The effect ends when it deals a total of 30 damage.

Shock Strike. You create three flashes of lightning and shoot them at targets within 120 feet. You can hurl them at one target or several.

Make a ranged recipe attack for each flash. On a hit, the target takes 3d4 lightning damage.

Life Choke Beans

3rd level
Prerequisite: Soul Blender
Duration: Concentration, up to 1 minute
When eaten, you exemplify your know-how about life energy, halting other from regaining theirs. For the duration, or until this blend has been used 6 times, your weapon attacks deal an additional 1d6 cold damage, which ignores resistance to cold damage. A creature that takes this damage can’t regain hit points until the start of your next turn.
Potent Blend When you use this blend at 4th level or higher, the maximum number of uses increases by 2 for each level above 3rd.

Lifespark Blossom Puree

4th level
Duration: 1 hour
When eaten, you adopt the defiance against decay found in this robust weed. For the duration, you have advantage on death saving throws.

Memory Lane Lemons

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Intelligence equal to the cook’s Wisdom modifier, as you gain a brief acuteness beyond your life experiences.
Potent Blend When you use this blend at 2nd level or higher, you gain proficiency with four skills, tools, or weapons of your choice for the duration. At 3rd level, you add the bonus to any Intelligence saving throw made for the duration.

Metallic Veggie Medley

3rd level
Duration: 1 minute
When eaten, you gain resistance to one damage type for the duration from the following list: acid, cold, fire, lightning, necrotic, poison, radiant, and thunder.
Potent Blend When you use this blend at 4th level or higher, You rain resistance to an additional damage type from the above list for each level above 3rd.

Minced Demon Offal

5th level
Prerequisite: Monstrous Ingredients (Fiend)
Duration: Concentration, up to 10 minutes
The maroon dark meat of a demon's core, when covered in sprinkles, can transfer its Abyssal resilience. When eaten, a 30-foot radius aura of demonic power appears centered on you. Until the blend ends, the sphere moves with you. For the duration, each friendly creature in the area, including you, has advantage on saving throws against spells and other magical effects.

Odd Allie Salad

1st level
Duration: 8 hours
When eaten, you and a number of willing creatures within 30 feet of you form a telepathic link, as you share portions of the meal. The number of creatures in the link can be up to half your proficiency bonus, rounded down, plus the cook’s Wisdom modifier. For the duration, affected creatures can telepathically communicate with another affected creature within 60 feet. Creatures under the effect of this Recipe Blend can be under the effect of one other non-instantaneous Recipe Blend.
Potent Blend When you use this blend at 2nd level or higher, the range increases by 60 feet for each level above 1st.

Pan-Fried Basilisk Legs

2nd level
Duration: 1 hour
When eaten, you gain the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were harmless solid ground (crossing molten lava can still deal damage due to the heat). You can share portions of the meal with up to 6 creatures.

If you target a creature submerged in a liquid, they are carried to the surface of the liquid at a rate of 60 feet per round.

Pastry of Un-Animation

5th level
Prerequisite: Soul Blender
Duration: Concentration, up to 1 minute
When eaten, you cause the flow of life energy through a group of creatures to go awry. Creatures of your choice in a 10-foot sphere centered on a point within 90 feet of you must succeed on a Charisma saving throw or be affected by this blend for the duration.

An affected target can't take reactions and must roll a d12 at the start of each of its turns to determine its behavior for that turn.

d12 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take any actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature targets itself.
9-10 The creature takes 4d6 psychic damage
11-12 The creature can act and move normally.

A creature affected by this blend can repeat the saving throw at the end of each of its turns. On a successful save, the blend ends for it.

Pixie-Wood Seeds

2nd level
Prerequisite: Monstrous Ingredients (Fey)
Duration: 1 minute
This enchanted seed should not be eaten, as a large sprout erupts once consumed. You can use your action to make a ranged recipe attack up to 30 feet away at a Large or smaller creature. On a miss, the seed plants itself normally, 5 feet from the target in a random space. On a hit, the seed embeds itself into the creature, using it as a source of nutrition. The vine instantly erupts, doing 2d10 necrotic and 2d10 bludgeoning damage, and the target becomes restrained.

The vine weighs 200lbs. A creature can use its action to make a Strength (Athletics) check to break off the vine. The DC is equal to the cook's recipe save DC. The vine has an AC equal to 10 + the cook's Wisdom modifier and 40 hit points.

Potent Blend When you use this blend at 3rd level or higher, the initial damage increases by 1d10 necrotic damage, the DC to break off the vine increases by 1, and the vine’s hit points increases by 10 for each level above 2nd.

Poison Sauce

2nd level
Duration: 1 minute
Many an upset stomach has been caused by this gross blend of icky stuff. When eaten, the target must succeed on a Constitution saving throw or be poisoned for the duration. At the end of each of the target's turns, they can repeat the saving throw, ending the effect on a success.

Potent Blend When you use this blend at 3rd level, choose one ability when you blend this infusion. The target has disadvantage on saving throws made with the chosen ability while poisoned by this blend.

Pounded Pseudo-Sternum

1st level
Prerequisite: Monstrous Ingredients (Construct)
Duration: Concentration, up to 10 minutes
When eaten, you become supernaturally guarded against the following types of creatures: aberrations, celestials, elementals, fey, and fiends.

This blend grants several benefits. Creatures of those types take a penalty on attack rolls against you equal to the cook's Wisdom modifier. You also can't be charmed, frightened, or possessed by them. If are already charmed, frightened, or possessed by such a creature, you have advantage on any new saving throw against the relevant effect. Finally, you gain a bonus to saving throws against effects caused by these creatures equal to the cook's Wisdom modifier, rounded up.
Potent Blend When you use this blend at 3rd level, the penalty to attack rolls becomes the cook's Wisdom modifier multiplied by 1.5, rounded up, and the saving throw bonus becomes the cook's Wisdom modifier.

Porting Pepper Permutation

3rd level
Duration: Concentration, up to 1 minute
When eaten, and once as a bonus action on every turn for the duration, you can teleport up to 20 feet to an unoccupied space you can see.
Potent Blend When you use this blend at 4th level or higher, the range you can teleport increases by a range of 20 feet for each level above 3rd.

Putrification Juice

Prerequisite: Monstrous Ingredients (Undead)
4th level
Duration: Concentration, up to 1 hour
This triple distilled enzyme gives a potent ability to ward or un-ward the undead. When eaten, a barrier of undeath extends out from you in a 10-foot radius, moves with you, remaining centered on you, and lasts for the duration.

You can choose between a life ward or an antilife ward. The life ward affects all creatures besides constructs and undead, and the antilife ward affects only constructs and undead.

 If an affected creature willingly attempts to pass or reach through the barrier, they must make a Constitution saving throw, taking 5d10 force damage on a failed save or half as much on a successful one. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

You cannot move so that an affected creature is forced to pass through the barrier, and an affected creature can choose to interact with the barrier as if it were a solid object.

Quick Salmon Scales

1st level
Duration: 1 minute
When eaten, your speed increases by 10 feet for the duration.
Potent Blend When you use this blend at 2nd level or higher, the speed bonus increases by 10 feet for each level above 1st.

Ranchy Milk

1st level
Duration: 1 round
When eaten, you gain an ability to vomit acidic bile. Until the end of your next turn, you can use your action to launch projectile vomit towards a creature within 30 feet of you and end the blend. Make a ranged recipe attack against the target. On a hit, the target takes 1d6 bludgeoning damage. Hit or miss, the vomit splatters in a 5-foot radius around the target. The target and each creature within the radius must succeed on a Dexterity saving throw or take 1d6 + the cook’s Wisdom modifier acid damage. If you do not take this action before the blend ends, it occurs at the start of your next turn, targeting yourself. If this occurs, you automatically hit yourself.

Potent Blend When you use this blend at 2nd level or higher, the acid damage increases by an additional 1d6 + the cook’s Wisdom modifier for each level above 1st.

Red Boar Milk Broth

2nd level
Duration: 1 minute
When eaten, you gain a bonus to all Constitution saving throws made to maintain concentration. The bonus is equal to the cook’s Wisdom modifier.
Potent Blend When you use this blend at 3rd level or higher, the duration increases to 10 minutes, 1 hour, and 4 hours.

Resonant Snap Peas

4th level
Duration: Instantaneous
When eaten, a column of ear-splitting sound erupts from you. Each creature other than you in a 10-foot radius, 40-foot high cylinder centered on you must succeed on a Charisma saving throw. A creature takes 8d6 thunder damage on a failed save, or half as much on a successful one.
Potent Blend When you use this blend at 5th level, the damage increases by 2d8.

Restorative Ice Water

2nd level
Duration: Instantaneous
When eaten, this really, really nice spring water has very restorative effects. When eaten, you can target yourself or a creature within reach. You can end either one disease or one of the following conditions afflicting the target: blinded, deafened, paralyzed, poisoned, or stunned.

Ruby Spot Popcorn

2nd level
Duration: 1 minute
When eaten, your martial brutality increases with this coarse, salty meal. Your weapon attacks score a critical hit on a roll of 19 or 20 for the duration.
Potent Blend When you use this blend at 4th level, your weapon attack score a critical hit on a roll of 18-20.

Saber-Lion Marrow

1st level
Duration: Instantaneous
When eaten, you unleash a powerful roar. As a part of the same bonus action used to eat this meal, each creature in a 15-foot cone originating from you must succeed on a Strength saving throw or take 2d6 thunder damage and be pushed up to 10 feet away from you.
Potent Blend When you use this blend at 2nd level or higher, the damage increases by 1d6 or the push increases by 5 feet (your choice) for each level above 1st.

Salted Succubus Tears

2nd level
Prerequisite: Monstrous Ingredients (Fiend)
Duration: 2 hours
The mystical tears of a succubus distilled and brewed into a tea which grants a persuasive edge on others. When eaten by another creature, they must make a Charisma saving throw. On a failure, the creature is charmed by you for the duration or until you or your companions harm it. The charmed creature regards you as a friendly acquaintance. Once the blend ends, the creature does not realize it was charmed if it failed the saving throw by 5 or more.
Potent Blend When you use this blend at 3rd level or higher, the DC increases by 1 for each level above 2nd, and the duration increases, to 4 hours, 8 hours, and 24 hours.

Scorpion Shell Mill

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Dexterity equal to the cook’s Wisdom modifier, as your movements appear slicker and twitchier.
Potent Blend When you use this blend at 2nd level, you gain a climbing or swimming speed equal to your walking speed for the duration (your choice). At 3rd level, you add the bonus to any Dexterity saving throw made for the duration.

Seething Squid

1st level
Duration: 2 hours
When eaten, you gain a bonus to ability checks made to initiate or continue a grapple. The bonus is equal to the cook's Wisdom modifier.
Potent Blend When you use this blend at 2nd level or higher, the bonus increases by 1 for each level above 1st.

Slick Jelly

2nd level
Prerequisite: Monstrous Ingredients (Ooze)
Duration: 1 hour
Eating this treated ooze remnant covers you in a slippery, semi-translucent, chromatic goop that helps in evading attacks. When eaten, you gain a +2 bonus to Dexterity saving throws and your speed increases by 10 feet. Additionally, opportunity attack made against you have disadvantage. Finally, you can squeeze through a space that is large enough for a creature two sizes smaller than you.
Potent Blend When you use this blend at 3rd level or higher, the bonus to Dexterity saving throws increases by 2 and the bonus to speed increases by 5ft for each level above 2nd.

Shredded Rot

3rd level
Prerequisite: Monstrous Ingredients (Undead)
Duration: Instantaneous
This repulsive bit of sliced, likely diseased flesh gives the ability to siphon life energy. When eaten, you take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within 30 feet regains a number of hit points equal to twice the necrotic damage you take.
Potent Blend When you use this blend at 4th level or higher, the damage increases by 1d8 for each level above 3rd.

Smoke Roasted Water

4th level
Duration: Concentration, up to 1 minute
When eaten, vitality-enriched smoke billows from you in an aura with a 30-foot radius. Until the blend ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d8 hit points.

Speckled Giant Owl Eggs

1st level
Duration: 2 hours
When eaten, you gain a bonus to all ability checks using Wisdom equal to the cook’s Wisdom modifier, as you gain the solemn contemplation of an elder owl.
Potent Blend When you use this blend at 2nd level, you gain darkvision out to a range of 60 feet or blindsight out to a range of 10 feet for the duration (your choice). At 3rd level, you add the bonus to any Wisdom saving throw made for the duration.

Spittin' Chili

3rd level
Prerequisite: Monstrous Ingredients (Dragon)
Duration: Instantaneous
A careful mixture of a slew of elemental oils harvested from draconic beings. When blended, choose a damage type: acid, fire, or poison. When eaten, you gain the ability to exhale destructive draconic energy. As an action within 1 round of eating this meal, you can exhale the energy in a 60-foot cone. Each creature in the area must make a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save, and half as much damage on a successful one.
Potent Blend When you use this blend at 4th level or higher, the damage increases by 1d6 for each level above 3rd.

Squishy Citrus

3rd level
Prerequisite: Monstrous Ingredients (Ooze)
Duration: 1 hour
The rind of this slime-infused fruit is malleable, allowing the fruit to be shaped almost like putty. When eaten, Your movement is unaffected by difficult terrain, and spells and other magical effects can't reduce your speed. Additionally, being underwater imposes no penalties on your movement or attacks. Finally, you have advantage on ability checks made to initiate, continue, or escape a grapple.

Steel-Bark Petals

2nd level
Duration: 1 hour
When eaten, your skin shifts to a darker color and appears thicker and coarser in texture. You gain a bonus to AC equal to the cook’s Wisdom modifier, to a maximum of 20, for the duration.
Potent Blend When you use this blend at 3rd level or higher, the AC bonus and AC maximum increases by 1 for each level above 2nd.

Super Poison Sauce

5th level
Duration: 7 days
This incredibly dangerous concoction is notoriously toxic. When eaten, the target becomes poisoned. At the end of each of the target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, they are no longer poisoned, and the blend ends. If the target fail three of these saves, they are no longer poisoned, but you randomly choose one of the diseases below. The target is subjected to the disease for the blend’s duration.

Since this blend induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and gains vulnerability to all damage.

Mindfire. The creature’s mind becomes disturbed. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell.

Seizure. The creature is overcome with sharp shaking motion. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Sanguine Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Stone Fruitcake

1st level
Prerequisite: Monstrous Ingredients (Giant)
Duration: 8 hours
This deceptively heavy fruitcake uses an ancient giant recipe that vitalizes those who eat it. When eaten, you can choose up to three conscious creatures within 30 feet to share a portion of this meal with. This blend has a pool of 10 points, which you can distribute among all targets as they wish. Each target's hit point maximum and current hit points increase by the number of points granted to it for the duration.
Potent Blend When you use this blend at 2nd level or higher, you can target an additional creature and the point pool increases by 10 for each level above 1st.

Ten Year Ink Wine

2nd level
Prerequisite: Monstrous Ingredients (Aberration)
Duration: 1 minute
This pitch-black meal compliment grants an alien level of focus. When eaten, you gain a higher level of accuracy. For the duration or until this blend has been used 6 times, once per turn you can increase an attack roll by 1d4 + half the cook's Wisdom modifier (rounded up).
Potent Blend When you use this blend at 3rd level or higher, the maximum number of uses increases by 2 for each level above 2nd.

Terrible Chords

2nd level
Prerequisite: Monstrous Ingredients (Dragon)
Duration: 1 minute
When eaten, you gain the intimidating capabilities of the fearsome dragons. Each creature other than you within 20 feet of you must succeed on a Wisdom saving throw or become frightened of you for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undeath Unbread

3rd level
Prerequisite: Soul Blender
Duration: Instantaneous
When eaten, you spend 1 minute summoning an ambivalent fey spirit and use it to raise a corpse of a Medium or Small humanoid within 10 feet of you. This blend imbues the target with a strange form of life, raising it as an undead fey. The target becomes a zombie with the following changes: the zombie's type becomes fey and it understands Common and Sylvan, but can't speak.

 On each of your turns, you can use a bonus action to mentally command any creature you made with this blend if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must use this blend again, targeting the creature before the current 24-hour period ends. This use of this blend reasserts your control over up to four creatures you have animated with this blend, rather than animating a new one.
Potent Blend When you use this blend at 4th level or higher, you animate or reassert control over two additional creatures for each level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Vitality Fruit Rind

1st level
Duration: Instantaneous
When eaten, you regain a number of hit points equal to 1d10 + the cook’s Wisdom modifier (minimum of 1).
Potent Blend When you use this blend at 2nd level or higher, the healing increases by 1d10 for each level above 1st.

Void Stomach

4th level
Prerequisite: Soul Blender
Duration: Concentration, up to 1 minute
When eaten, a miniature void rife with splotches of pure hunger fills a 15-foot radius sphere centered on you. A creature in the area must spend 3 feet of movement for every 1 foot it moves there.

When a creature other than you enters the area for the first time on a turn or starts its turn there, they must succeed on a Strength saving throw or be restrained by the splotches for the duration. A creature that starts its turn in the area and is restrained by the splotches takes 2d6 necrotic damage.

A creature restrained by the splotches can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your Recipe Save DC. On a success, it frees itself.
Potent Blend When you use this blend at 5th level, the damage increases by 1d6.

Yew-Smoked Brisket

3rd level
Duration: Instananeous
1 minute after eating, during which you can only perform light tasks, you can expend hit dice to restore hit points, as if you just finished a short rest, expending a maximum of one-third your hit dice (rounded up).
Potent Blend When you use this blend at 5th level, you add half the cook’s Wisdom modifier (rounded up) to each hit die when determining the amount of hit points gained.

Changelog

Version 2.1

  • New Subclass: Cavorteer - a pseudo-gish who embodies the Summer Fey
  • Additional detail added to Eating Meals
  • Favored Cuisine - Pan-Fried: Adjusted wording
  • Updated recipe blend descriptions
  • General grammar correction

Version 2.0

  • Complete overhaul of Recipe Blends and Monstrous Blends
  • Adjusted Recipe Point cost
  • Favored Cuisine - Free Range: Changed proficiency granted to martial ranged weapons
  • Adjusted Recipe Points pool to closer emulate spell points
  • Monstrous Ingredients: Changed progression from 5, 9, 14, 18 to 5, 10, 15, 20
  • Strangest Selection: Changed level from 15 to 14
  • Supreme Connoisseur: Changed level from 20 to 18
  • Expanded proficiencies granted by multiclassing to all simple weapons
  • Expanded flavor text for Culinary Expertises
  • Voyager - Ranged Feeding: Specified the duration of the temporary hit points
  • Blade Chef - Battle Ready: Expanded gained proficiencies to 3 martial weapons
  • Blade Chef - Culinary Defender: Added clause regarding the cook avoiding damage
  • Huntsman - Bonus Proficiencies: Expanded list of proficiencies, increased number of skills gained
  • Huntsman - Wild Foraging: Added Reference to DMG foraging rules
  • Huntsman - Added Evocative Plating
  • Huntsman - Reworked Maestro Scout and Set the Table
  • Huntsman - Replaced Camp Master with Flavor of Passion
  • Soul-Blender - Summon Winter Mirage: Name Changed to Summon Winter Mirage

Version 1.1

  • Formatting Adjustments
  • Added more flavor text regarding the origins of a cook's abilities
  • Expanded starting weapon proficiency to all simple weapons
  • Favored Cuisine - Jumbo Size: Name changed to Jumbo Size
  • Favored Cuisine - Piscivore: Name changed to Piscivore
  • Compact Caddy: Name changed to Compact Caddy, flavor text added and segment regarding the Ingredient Die removed
  • Replaced Blade Chef's Extra Attack (3) with Full Belly
  • Replaced Totem Mage's Elemental Strike with Extraplanar Magic
  • Added Ingredient Die scaling with level
Art Credit
  • Cooking by Zeon-in-a-tree
  • Chef Female Art by Creative Uncut
  • Lynx Halazzi Totem by Valentin Adonin
  • Warriors by April Prime, as in Tasha's Cauldron of Everything by Wizards of the Coast
  • Medieval pasta cooking by Bo Xun Lin
 

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