Adventurer's Cooking

by artegalhest

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Adventurer's Cooking

Oh, the life of an adventurer. The wilderness is your home, the cold your shelter, and dried meat your sustenance.

Who says it has to be this way? The world is full of flavors, and you, as an adventurer, can explore them too.

In this supplement, additional rules will be provided to bring more life to the act of cooking, while keeping it simple and accessible. Following this, no recipes need to be learned, nor materials gathered and all that.

The supplement is divided into three mechanics. The first is cooking, which is limited to the fact that cooking generates beneficial effects for that day, depending on the quality of the materials and skill checks. The second is the cook profession, which is separate from class; this profession allows you to modify cooking effects, improving them as you level up. Finally, the third mechanic involves special ingredients that can be used when cooking to cause specific effects.

This time, I'd like to mention the publication "Foraging In The Wild" by u/famoushippopotamus on r/DnDBehindTheScreen for some ideas on gathering ingredients. Also, a nod to the supplement "Doug's Guide to Cooking and Brewing" by DouglasKim, which can be found on GMBinder. Although not a direct inspiration, a similar idea to the one I propose for the profession, but much better in its own context, can be found in the amazing supplement Dragon Stew.

I hope you enjoy it!

Table of Contents
Section Page
Art of Cooking 2
Cook Profession 6
Special Ingredients 10

Document written by Artegal Hest.



Images created using MidJourney.


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Art of Cooking

We all want to cook amazing things, but not everyone meets the requirements to do so.

Of course, the first step is having good ingredients, but we can’t limit ourselves to that since having the right equipment and skills also matters, doesn’t it?

Below, you’ll find the rules for cooking, from acquiring ingredients to savoring the dish.

Ingredients

Ingredients are what make cooking possible, but not all ingredients are created equal. Gathering a few ingredients in the wild is not the same as buying gourmet ingredients in a large city.

First and foremost, it’s important to note that when ingredients are mentioned, it is assumed that the portions are for preparing a meal for one person.

To begin, the quality of the ingredients must be established, which can be found in the "Ingredient Quality" table. The bonus and effect will be explained later in their respective sections, while the cost is a suggestion whose final value depends on the setting and campaign.

Ingredient Quality
Quality Bonus Effect Cost
Spoiled - - -
Deplorable -2 Mediocre 4 cp
Mediocre -1 Mediocre 2 sp
Standard 0 Regular 4 sp
Selected +1 Regular 6 sp
Gourmet +2 Supreme 1 gp

These ingredients can be purchased in settlements or cities, but the size of the settlement should be considered to determine the quality of the ingredient. Gourmet ingredients cannot be acquired in a small village unless special conditions are met.

Some merchants may try to pass off spoiled food as edible ingredients of Deplorable or Mediocre quality. If this happens, follow the rules in the "ingredientes Spoilage" section to detect them.

Similarly, some merchants might attempt to sell food as a higher quality category than it actually is. In this case, the player must succeed on a DC 12 Intelligence (Investigation) check to determine the true quality of the ingredients.

Ingredient Foraging

An adventurer can search for cooking ingredients by spending a minimum of 2 hours. During this time, they will forage for various ingredients in the nearby environment and make a Wisdom (Survival) check. If the player is assisted by someone else, they will receive a +2 bonus to the skill check to determine the success of the search. If the assisting player is proficient in Survival, the roll is made with advantage.

The skill check not only determines the possibility of finding ingredients but also their quality, as shown in the "Ingredient Foraging" table.

Ingredient Foraging
DC Outcome
1 Spoiled
5 Nothing
10 Deplorable
13 Mediocre
15 Standard

In the foraging of spoiled ingredients, it is also determined if any are poisonous or toxic. For mechanics involving spoiled ingredients, refer to the "ingredientes Spoilage" section.

If ingredients are obtained, the number of portions will be equal to a roll of dice. For every 2 members in the group, roll 1d4, with a minimum of 1 die. Optionally, if a critical success is achieved on the skill check, you may grant double the number of portions.

Note that this quantity of ingredients assumes an environment with a standard amount of food; if in a location considered food-scarce, this quantity may be adjusted. While this is at the DM's discretion, adjustments can be proposed using the "Ingredient Abundance" table. These modifiers are whole numbers that will be subtracted from the amount rolled on each die, with a minimum of 1.

Ingredient Abundance
Resources Modifier
Scarce -2
Insufficient -1
Standard 0
Abundant +1

Ingredient Spoilage

Ingredients do not last the same way all the time, as they are perishable, so they will get spoiled eventually. Depending on the circumstances, they should not last more than a few days.

To keep it simple, this limit can be set to three days after acquiring the ingredients; from this third day, they will be considered as spoiled ingredients.

Alternatively, an optional rule can be used to add more flavor to this. Each day after acquiring the ingredients, roll 1d10, and depending on the days passed, check the "Ingredient Spoilage by Day" table. The roll must be equal to or greater than the number indicated in the column for the ingredient to remain in good condition. With this additional rule, ingredients will not last more than 6 days.

Ingredient Spoilage by Day
Day d10
1 2
2 4
3 6
4 8
5 9
6 10

When a cook encounters a spoiled ingredient, they must make a DC 12 Wisdom (Survival) check or they will not notice that the ingredient is spoiled. The cook will use it as a regular ingredient, performing the check from the "Cooking" section as usual, but this will only determine its flavor, as the outcome will be considered a toxic meal.

Cooking

To cook, you need to have Cooking Utensils and proficiency with them. You should use the amount of ingredient portions based on the number of people you are preparing the meal for. If different qualities of ingredients are used, the lowest quality used is considered.

A Wisdom or Intelligence check should be made to determine the outcome, which can be found in the "Cooking Outcomes" table. Don't forget to consider the modifier for the quality of the ingredients used.

Cooking Outcomes
DC Outcome
1 Toxic
2 Edible
8 Acceptable
14 Tasty
18 Delicious
24 Exquisite

Optionally, if a critical roll is achieved, the outcome "Exquisite" can be granted.

The details of each outcome are as follows:

  • Toxic. After consuming it, all who do must succeed on a DC 15 Constitution saving throw or take 2d6 poison damage and be poisoned for 2d4 hours.
  • Edible. Provides no additional effects other than increasing satiety.
  • Acceptable. If done during a short rest, grants an additional hit die to recover hit points.
  • Tasty. In addition to the "Acceptable" outcome effect, allows rolling 1d20 to determine if an additional effect is applied when the roll is 15 or higher. The effect will always be of the "Mediocre" category.
  • Delicious. In addition to the "Acceptable" outcome effect, grants an additional effect.
  • Exquisite. In addition to the "Acceptable" outcome effect, allows choosing one of the following effects: select an effect without rolling or have the effect be of the "Supreme" category.

Additional Effects

Occasionally, when excellent results are achieved when cooking, additional effects can be obtained by those who consume it, either because it revitalizes them or due to a hidden property of one of its ingredients. These effects are a mechanic to emphasize the importance of the cooking process, but it is essential to consider their possibilities to avoid causing imbalance when using them.

To limit this, you can restrict the application of effects to no more than once per day, leaving it up to the player to decide if the effect will be applied if they cook multiple times in the same day. This decision should be made before the cooking check, to avoid deciding based on convenience.

You can also choose to omit this mechanic entirely, which would also discard some elements of the optional rules in the following sections.

In either case, when the effect is applied, it is recommended to value the player's effort by granting an extra hit die of recovery during the short rest for each outcome above "Acceptable."

Each effect is categorized by the power it provides. This category depends on the quality of the ingredients as detailed in the "Ingredient Quality" table, although this outcome can be altered by the cooking skill check, as detailed in the outcomes from the previous section.

The duration of the effect, by default, is 4 hours. In some cases, this duration can last the entire day, while in others, there may be a number of uses within the following 4 hours; once these uses are exhausted, the effect will end, even if the hours have not yet passed.

The effect to be applied is random unless an trait modifies this behavior, as shown in the "Additional Effects" table. This table also includes the effect’s category, slightly varying the effect according to the achieved power, and details the duration.

Additional Effects
d20 Effect Duration Mediocre Regular Supreme
1 Bonus to Saving Throws (Charisma) - +1 +2 +3
2 Bonus to Skill Checks 5 uses +1 +2 +3
3 Additional Damage 3 uses 1d4 1d6 1d8
4 Bonus to Saving Throws (Wisdom) - +1 +2 +3
5 Additional Attack - 1 2 3
6 Bonus to Saving Throws (Constitution) - +1 +2 +3
7 Bonus to Saving Throws (Intelligence) - +1 +2 +3
8 Bonus to Saving Throws (Strength) - +1 +2 +3
9 Bonus to Passive Perception All day +1 +2 +3
10 Bonus to Initiative - +1 +2 +3
11 Magic Damage Reduction 3 uses 1d4 1d6 1d8
12 Bardic Inspiration 2 uses 1d4 1d6 1d8
13 Physical Damage Reduction 3 uses 1d4 1d6 1d8
14 Temporary Hit Points All day 1d4 + Lvl 1d6 + Lvl 1d8 + Lvl
15 Bonus to Saving Throws 5 uses +1 +2 +3
16 Bonus to Saving Throws (Dexterity) - +1 +2 +3
17 Movement Speed - +5 +10 +15
18 Improved Critical 2 uses 19-20 18-20 17-20
19 Healing with Hit Dice - 1 2 3
20 Bonus to Death Saves All day +1 +2 +3

Consider the following for some of these effects:

  • Additional Attack. A maximum of one additional attack per turn, up to a total of the uses indicated by the category before losing the effect.
  • Improved Critical. It will not be decided when to use this ability; instead, after impacting the specified number of uses on a critical hit, the effect ends.

Recipe Book of Effects

This is an optional rule that allows cooks to have a recipe book for learning effects.

Initially, the cook does not know any effects and will always use the "Additional Effects" table. However, after learning at least six effects, the cook can create their own recipe book of effects. This way, when applying an effect, they can decide whether to use the "Additional Effects" table or their own recipe book using 1d6.

The player can spend one hour at the start of the day to change their recipe book of effects; otherwise, they will keep the same recipe book indefinitely.

A cook learns an effect by using it at least twice, meaning they must roll the "Additional Effects" table this number of times.

Players can learn some of these effects through an NPC in a settlement or another PC also on their cooking adventure. Just note that this process should not be immediate but may take several days and attempts.

Additionally, at the start of their journey, the cook can be allowed to know a number of effects equal to their ability modifier used for cooking (Intelligence or Wisdom). After that, they may roll a d20 equal to their modifier, thereby learning those effects from the start.

Cook Profession

A cook does not start out knowing their profession but acquires it through effort, constant practice, and a bit of ingenuity.

This optional rule adds a cook profession. This profession levels up and grants traits that modify some of the base mechanics. Additionally, at certain levels, a specialization can be chosen, which adds additional traits as well as some extra effects to include in the recipe book.

To provide a mechanical cost, this profession can replace the "Chef" feat as it will offer greater mechanical effects by integrating with the base mechanics proposed in this supplement.

Cook Levels

The profession has a total of five levels. Each level includes a trait that modifies elements of the base mechanics of this supplement, which are detailed in the "Profession Traits" section.

To level up, a certain amount of experience is needed as shown in the "Cook Levels" table. Alternatively, a character level requirement can be added. If this is done, both requirements, the character level and the cooking experience obtained, must be met.

Cook Levels
Profession Level Experience Character Level
2 30 5
3 75 9
4 150 13
5 250 17

Experience is gained by cooking successfully, depending on the outcome obtained during cooking as shown in the "Experience by Outcome" table.

Experience by Outcome
Outcome Experience
Toxic 0
Edible 1
Acceptable 1
Tasty 2
Delicious 2
Exquisite 3

Profession Traits

Each level has a trait that alters the base mechanics of cooking or adds mechanical aspects related to it.

Upon reaching the second level, a cooking specialization is chosen, which will assign effects for levels 2 and 4, as well as provide additional effects that will be immediately acquired in the recipe book of effects.

Thus, levels 1, 3, and 5 will assign general effects, while levels 2 and 4 will assign effects based on the chosen specialization. The effects of the specialization are detailed in the "Cooking Specializations" section.

Snack Creator

Cook Level 1 Trait


You have learned to create snacks that can be consumed in emergency situations. You can use 1 portion of ingredients and 1 hour to create 1d4 snacks. These snacks decompose in one day. You can use an action to consume one or give it to another creature to recover 1 hit point.

Food Preservation

Cook Level 3 Trait


You have learned to better preserve food within the possibilities of your environment. The roll to determine food decomposition changes to that in the "Food Preservation" table.

Food Preservation
Day d10
1 2
2 3
3 5
4 6
5 8
6 9
7 10

Culinary Excellence

Cook Level 5 Trait


You have achieved such mastery that your food grants a superior effect. When you achieve an "Exquisite" result in cooking, you provide two effects instead of one, regardless of the option chosen with this result.

If the result is "Exquisite" but no effects are produced, it grants an extra hit die for recovery during a short rest.

Profession Specializations

Upon reaching level 2 in the profession, you can choose a specialization that determines the cook’s focus. This specialization determines the traits for levels 2 and 4, as well as provides additional effects for the recipe book of effects. These effects are acquired upon reaching the level according to the "Specialization Effects" table within each specialization and will always be available in the recipe book of effects.

Elemental Cook

You have learned to listen to the elements while cooking, imbuing your dishes with their blessings. Some of your food can be as refreshing as water or as spicy as fire, creating extraordinary flavors.

Elemental Listening

Elemental Cook Level 2 Trait


You have learned to listen to the elements to enhance your resource gathering.

If you succeed in gathering ingredients, you gain an additional 1d4 to determine the number of portions for every 2 members in the group.

Elemental Snack

Elemental Cook Level 4 Trait


You have learned to imbue your snacks with the flavor of an element.

When preparing snacks, roll 1d4 and compare it on the "Elemental Snack" table. In addition to the hit point recovery from consuming it, it provides a reduction of 1d4 to the next damage roll received of that type within the next 10 minutes after consumption.

Elemental Snack
d4 Damage
1 Cold
2 Thunder
3 Fire
4 Lightning
Elemental Cook Specialization Effects
Level Effect Duration Mediocre Regular Supreme
2 Resistance to Cold damage - 1 2 3
3 Resistance to Fire damage - 1 2 3
5 Advantage on Constitution saving throws - 1 2 3

Consider the following for some of these effects:

  • Resistance to Cold damage. When taking cold damage, it can be used up to the total number of uses indicated by the category before the effect is lost.
  • Resistance to Fire Damage. When taking fire damage, it can be used up to the total number of uses indicated by the category before the effect is lost.
  • Advantage on Constitution saving throws. When making a Constitution saving throw, it can be used up to the total number of uses indicated by the category before the effect is lost.

Gourmet Cook

You have learned to search for the best ingredients among the markets of different cities, finding hidden gems and securing the best prices. Merchants regard you with caution, knowing that you are someone they cannot deceive.

Ingredient Detector

Gourmet Cook Level 2 Trait


You have learned to identify when a merchant is trying to deceive you. You gain advantage on all checks to determine if the ingredients a merchant is selling are of a lower quality than claimed or if they are spoiled.

Hidden Treasure

Gourmet Cook Level 4 Trait


You have learned to find the best ingredients among those sold in markets, though a bit of luck doesn’t hurt either.

When purchasing ingredients, you must make an Investigation (Intelligence) check based on the quality bought as shown in the "Ingredient Purchase" table. If successful and the ingredients are of a lower category than "Gourmet," their quality increases by one rank. If the ingredients are "Gourmet," you gain an additional 1d4 portions for every 5 units purchased.

Ingredient Purchase
Quality DC
Deplorable 10
Mediocre 12
Standard 14
Selected 16
Gourmet 18
Gourmet Cook Specialization Effects
Level Effect Duration Mediocre Regular Supreme
2 Bonus to Investigation Checks - +1 +2 +3
3 Spell Locate Object 1 uso 30 pies 60 pies 120 pies
5 Bonus to AC 1 uso 1d4 1d6 1d8

Consider the following for some of these effects:

  • Bonus to AC. Increases AC by the amount rolled on the die for a single attack. This effect must be used before determining the outcome of the attack.

Pastry Chef

You have learned to sweeten the lives of others with your food. A master of the sweet, despite the scarcity of materials, you make wonders with what you find.

Sugar Burst

Pastry Chef Level 2 Trait


You have learned to give your snacks an extra sweetness that makes them more enjoyable.

When someone consumes one of your snacks, they recover hit points equal to 1d4 instead of 1 as is standard.

Unexpected Delight

Pastry Chef Level 4 Trait


You have learned to make everything taste better with just a few small adjustments.

The skill check to determine the cooking result is modified as shown in the "Unexpected Delight Outcomes" table.

Unexpected Delight Outcomes
DC Outcome
1 Toxic
2 Edible
6 Acceptable
10 Tasty
14 Delicious
22 Exquisite
Pastry Chef Specialization Effects
Level Effect Duration Mediocre Regular Supreme
2 Bonus to Persuasion Checks - +1 +2 +3
3 Spell Charm Person 1 use CD 8 CD 10 CD 12
5 Psychic Damage Resistance - 1 2 3

Consider the following for some of these effects:

  • Psychic Damage Resistance. When receiving psychic damage, you can use up to the total uses indicated by the category before losing the effect.

Wild Cook

You have learned to survive in the wild, making wonders with what you gather. You might have found simple berries, but you can turn them into a dish worthy of a high-end restaurant in a big city. Survival and resilience define you.

Experienced Forager

Wild Cook Level 2 Trait


You have learned that sometimes the best ingredients are found in the wild, if you know how to look properly.

The quality of ingredients obtained from foraging improves by one level, as shown in the "Experienced Foraging" table.

Experienced Foraging
CD Outcome
1 Spoiled
5 Nothing
10 Mediocre
13 Standard
15 Selected

Poison Taster

Wild Cook Level 4 Trait


You have learned to identify spoiled, decomposed, or toxic food more easily. You gain advantage on all checks to determine if food is spoiled, as well as on saving throws against poisoning from toxic prepared foods.

Wild Cook Specialization Effects
Level Effect Duration Mediocre Regular Supreme
2 Bonus to Survival Checks - +1 +2 +3
3 Spell Locate Animals or Plants 1 use 120 ft. 240 ft. 480 ft.
5 Bonus against Beasts - 1d4 1d6 1d8

Consider the following for some of these effects:

  • Bonus against Beasts. When making an attack roll, you can roll an additional die as indicated by the effect category against creatures of the "Beast" type.

Special Ingredients

In the world, there are a number of ingredients highly sought after by all culinary enthusiasts. These ingredients, in addition to being interesting, exotic, or unusual, can produce incredible effects in those who consume them.

This optional rule adds a list of ingredients that can be obtained throughout the world, either by searching in the wild or purchasing them directly.

Each portion of these ingredients allows you to cook for up to four people. Additionally, the corresponding portions of basic ingredients are required. For example, if you want to use one of these ingredients to cook for a group of 3, you need the special ingredient and 3 portions of basic ingredients. If you want to cook for a group of 6, you will need two portions of the special ingredient and 6 portions of basic ingredients.

The check to determine the cooking result will be done as standard, but unless the result is toxic, it will only determine the taste. Cooking with these ingredients does not produce the effects listed in the special effects table; instead, each ingredient produces its own effects.

However, to produce the effects of the special ingredient, the result must be at least "Tasty". Additionally, those who consume it must roll a d20 to obtain the effect, achieving 12 or higher to succeed. If the result is "Delicious," they will receive a +1 bonus to the roll. If the result is "Exquisite," they will receive a +2 bonus to the roll.

The complete list of ingredients, as well as a suggested price for each, can be found in the "Special Ingredients" table.

Special Ingredients
Ingrediente Costo
Crystal Alstroemeria 75 gp
Deep Blue Stones 75 gp
Dune Jerky 75 gp
Eternal Nectar Pearls 50 gp
Fruit of the Ancients 150 gp
Igneous Salamander Egg 100 gp
Lunar Truffle 50 gp
Roinshaka 25 gp
Shadow Lizard Meat 100 gp
Zaracara 25 gp

Crystal Alstroemeria


  • Adventuring gear (ingredient)

A crystal flower with three thin, heart-shaped petals. Some mistake it for a craft item, as once cut, it does not change appearance.

When subjected to heat, it melts into a gelatinous liquid used as an ingredient.

Consuming it in a dish grants the ability to cast Levitate twice within an 8-hour period after consumption.

Deep Blue Stones


  • Adventuring gear (ingredient)

Rocks extracted by aquatic peoples from the depths of certain reefs, valued for their saline flavor that evokes the sea waves.

They are crushed into small particles to be used as a spice or seasoning.

Consuming them in a dish grants the ability to breathe underwater for the next 8 hours.

Dune Jerky


  • Adventuring gear (ingredient)

Dried meat produced in desert regions from the lean hide of a local monstrosity. It has a very deep flavor and a richness similar to fresh meat.

It is typically consumed on its own or ground to be used as a topping for some dishes.

Consuming it in a dish grants the ability to cast the spell Barkskin once within an 8-hour period after consumption.

Eternal Nectar Pearls


  • Adventuring gear (ingredient)

Hard, golden pearls that encapsulate a blend of spring water and nectar from mystical trees. Produced by fey communities as treats for the elite.

They are typically used in the making of desserts, serving as an additional garnish that enhances the flavor.

Consuming them in a dish grants advantage on Wisdom saving throws to resist the effects of spells from the School of Enchantment for 8 hours.

Fruit of the Ancients


  • Adventuring gear (ingredient)

A fruit with a hard, silver skin and a transparent, gelatinous interior. It takes hundreds of years to ripen and is considered a sacred fruit that preserves the world's stories.

It is typically consumed sliced, though the skin can be used to make a jam that can accompany the fruit.

Consuming it in a dish grants a mystical communion where all will hear a legend from the past under the effects of the spell Legend Lore. Roll 2d4 to determine the maximum period of centuries for which the legend is described.

Igneous Salamander Egg


  • Adventuring gear (ingredient)

An orange egg with incandescent veins. Sometimes confused with the humanoid creature of a similar name, the igneous salamander is a small creature that lays its eggs in the craters of active volcanoes.

It can be consumed in various ways but is especially valued when eaten as a hard-boiled egg, though much higher temperatures are required.

Consuming it in a dish grants resistance to fire damage for 4 hours. Additionally, you can breathe a cone of fire as if under the effects of a Potion of Fire Breath once during this period.

Lunar Truffle


  • Adventuring gear (ingredient)

A mushroom that only grows on full moon nights in enchanted forests. Trained hounds blessed by faeries are used to find them.

As an ingredient, it is used in thin slices over salads to impart an intense and mystical flavor.

Consuming it in a dish grants advantage on Wisdom (Perception) checks and provides darkvision up to 120 feet for 8 hours.

Roinshaka


  • Adventuring gear (ingredient)

A fruit with an orange exterior and irregular texture, featuring vertical fissures, and a whitish interior.

When cooked at high temperatures, the interior becomes crystalline and can be used as a base for other dishes.

Consuming it in a dish grants the ability to escape combat, allowing the use of Disengage as a reaction three times within an 8-hour period after consumption.

Shadow Lizard Meat


  • Adventuring gear (ingredient)

Meat from a species of lizard with black scales that hides within shadows and can move through them. It is often used for pest control.

Typically consumed roasted, its robust legs, cooked over the coals, are especially delicious.

Consuming it in a dish grants the ability to transport yourself to a point you can see that is covered by shadows within a range of 30 feet. This effect can be used once within an 8-hour period after consumption.

Zaracara


  • Adventuring gear (ingredient)

A fruit that grows on trees in dense tropical forests and jungles. With its golden skin and bright red, juicy pulp, the Zaracara is known for its juiciness and its sweet yet spicy flavor.

As an ingredient, it is used in salads or ground into a paste to serve as a base for sweet and sour sauces.

Consuming it in a dish grants advantage on saving throws to avoid being paralyzed for 8 hours.

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