Battle-Chef Battle-Chef Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Cooking Experience, Home Cooking — — — — — — 2nd +2 Preferred Cuisine — — — — — — 3rd +2 Spellcasting 2 2 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Additional Food, Sauté 4 3 2 — — — 6th +3 Cooking Experience 4 3 2 — — — 7th +3 Preferred Cuisine Feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 Unseen Server 6 4 3 2 — — 10th +4 Sauté (1) 6 4 3 2 — — 11th +4 Additional Food, Preferred Cuisine Feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 Home Sourced Feast 8 4 3 3 1 — 14th +5 Sauté (2) 8 4 3 3 1 — 15th +5 Additional Food, Preferred Cuisine Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 1 17th +6 — 10 4 3 3 2 2 18th +6 Protein Expertise 10 4 3 3 2 2 19th +6 Ability Score Improvement 11 4 3 3 2 2 20th +6 Pro-Chef, Additional Food 11 4 3 3 2 2 Class Features: As a Battle-Chef, you gain the following class features.

Hitpoints: Hit die: 1d8 per Battle-Chef level

Hit Points at 1st level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Battle-Chef level after 1st

Proficiencies: Armour: Light armour and Medium armour

Weapons: Simple Weapons, Frying Pan

Tools: Cook’s Utensils

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Athletics, Deception, Insight, Nature, Performance, Persuasion, Sleight of Hand, Survival

Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) Leather or (b) Hide armour

Frying pan and one simple weapon

Light Crossbow and 20 bolts

(a) Dungeoneer’s Pack or (b) Explorer’s Pack Frying Pan Qualities: Frying pan / 1 gp / 1d8 Bludgeoning / 2 lb / Versatile (1d10) Home Cooking: Using an intuitive use of Firebolt, you have found a way to very quickly cook high quality food on the go, using the Firebolt as a makeshift hob. Along with an ingredients pouch, you are able to whip up magical food within seconds to help your allies in their exploits. Different foods have different effects when consumed, and mixing the foods makes even bigger effects. You have access to the Ingredients pouch. You are able to will an ingredient, and pull it from the pouch. Unless the food is cooked, you are not able to bring out the effects that would normally occur when eating the food cooked. Anyhow, these ingredients are very rare, a delicacy in many places for their effects when cooked and consumed. When you first get this ability, you are able to pull ingredients from your pouch. You can pull out as many ingredients in this time as you are able to cook at one time.

Once an ingredient has been pulled out, if it hasn’t been cooked within ten minutes, it loses its taste and becomes unusable. As an action, you may cook one protien, and one other into a delicious dish. This improves by one extra other as 5th, 11th, 15th and 20th level. You may only pull out up to your three times your battle-chef level + 7 ingredients per short rest. It is a bonus action to eat the meal and get the effects from it. After five minutes after being cooked, the food loses it's effects. It’s fairly small, like at fancy places, so you eat it all to get the full effects. You cannot re-use partly eaten or already eaten food for the effects given. You regain all ingredients after a short rest. There are two types of ingredients, Proteins and Other. You can only have one protein in the dish, as this forms the base of the food, and then the rest are various different types of food, ranging from beans to sauces, serving as the taste bringers to accompany the protein. The protein dictates what happens when the food is consumed, and the other ingredients dictate the effects of the food being consumed. Because you are a super experienced Chef, you are able to make any mixture of ingredients work, so don’t worry about a mixture of ingredients not tasting great. If an effect asks you to roll for damage or healing, the effect will tell you what die to use when rolling. For each effect, roll a different die. You know five ingredients at level 1. You may choose any five from the list. You may learn one extra ingredient at 5th, 11th and 15th level. After a long rest, you may switch three ingredients for another. The full list of ingredients is listed at the end of the document. Cooking Experience: Your time cooking has allowed you to get a basic idea of a range of foods, and how they are made as well as how to procure them. You have advantage on checks to identify food, smells and when foraging. Preferred Cuisine: At level 2, you gain more ways to cook and improve on the foods you can do. As a chef, there are several foods that you enjoy cooking more, or are able to cook better than other foods. With these foods, you are able to bring out the essence that you ultimately want from the food to aid your allies and harm your foes. Your choice gains features at 2nd level, 7th level, 11th level and 15th level. Spellcasting: At 3rd level, you are proficient in casting spells to help aid your usability wherever you are. Spell Slots The Battle-Chef table shows how many spell slots you have to cast your spellsof 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the Battle-Chef spell list. The Spells Known column of the Battle-Chef table shows when you learn more Battle-Chef spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Battle-Chef spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for Battle Chef spells.

Spell Save DC = 8 + proficiency bonus + Intellegence modifier

Spell Attack Modifier = proficiency bonus + Intellegence modifier Spellcasting Focus You need a focus for casting Battle-Chef spells. This may be any of your cooks tools, such as a wooden spoon or your frying pan. Sauté: At level 5, using your hot pan during cooking, you can burn an enemy when you hit them for added damage. When you roll an attack using a frying pan, you may add an additional 1d6 fire damage to the damage. This increases by another 1d6 at level 10 and level 14. Unseen Server: At 9th level, you learn how to ustilise a projected phantasmal force to help deliver meals to your allies. If you don’t already have the spell, you learn unseen servant. This spell doesn’t take up a spell slot. The effective range of unseen servant increases to 120ft until it is dispelled, and it can move 45 feet on a turn. It takes its turn directly after your turn, instead of being controlled with a bonus action. Home Sourced Feast At 13th level, you are able to source foods and create a great feast. It'll obviously be delicious as you made it. Once per day, you can cast Heroes Feast. Instead of doing a ritual, you are cooking continuously for the ten minutes. You must only spend 200gp, as you know where to get good food for fairly cheap, but for the effects you need to shell out a bit more.

Protein Expertise At 17th level, You've become extremely familiar with the meats you cook with, and are able to make them so much more effective and tasty. Choose three types of protein. Move up each of the effect dies by one grade. (1d6 to 1d8, 1d8 to 1d10 etc) In the case of lion loin, roll an extra 1d4 for each 2 others in the meal. This d4 roll must be of the effect of one of the others in your meal. Pro-Chef: At 20th level, you're always ready to cook, no matter what. If you roll intitiative and have less than 5 ingredients, regain 10 ingredients. Preferred Cuisine: Volatile Supper Extra Spices At 2nd level, you learn how to add ingredients to add a bit of a kick to your food. When an enemy is immediately damaged by an effect from your food, you may add your Charisma modifier to the damage. This is only applied once per target. Save the Leftovers At 7th level, you are not prepared to let any food go to waste. Whenever you make a meal using three or more ingredients, you get refunded the cheapest other in the meal, adding it to your total charges. For example, if you have used a total of 8 charges on a meal and the cheapest other costs 2 charges, you regain two charges. Memorable Taste At 11th level, the food you make leaves an imprint on those who eat it. If an ally eats your food as a bonus action, you may cause them to recreate the effects again after the previous meal has taken effect. You may do this twice per long rest. Extra Nutrition At 15th level, you sometimes sneak in extra food, to give extra flavour to the food. Three times a short rest, you can add an extra known other to your food, so long as it does immediate damage. This other does not count against remaining ingredients. Healthy Snack Balanced Plate At 2nd level, you put more consideration into making the meals you make, increasing their nutritional value. When someone is healed as an effect from your food, add your Charisma modifier to the healing. This is only applied once per target Tasting while you cook At 7th level, when making a meal, you taste and eat some of the food whilst cooking it, just to make sure you got it just right. When you cook a meal, you heal your Charisma modifier + the amount of ingredients you used.



Emergency Meal At 11th level, in a pinch, you are able to throw something together quickly for someone to eat. Instead of using an action to cook a meal, you may use a reaction to make the meal. However, you are in a hurry and so can only add 2 others to the meal. You may do this twice a short rest. Literally Living For It At 15th level, people live for your food. Literally. You are able to resurrect a person who is dead, and has been dead for less than a minute. If you make a person who is dead consume (touch their tongue) a meal with at least 1 Medic's saviour, they come back to life with the amount of hitpoints rolled for the meal. Additonally, if someone who has eaten some of your food dies within a minute of eating it, you may activate this feature to bring them back to life with 1 hitpoint. You may do this once per long rest. Effective Lunch Crafted Taste At 2nd level, you know that you cant always get the exact taste you want in your food, but you know how to get it as close as possible. When you roll an effect die for an effect table, you may add or subtract up to 2 to the roll on the effect die, to a maximum of the max of the effect die. Premonition Sensitive Tastebuds At 7th level, you seem to have an idea after cooking a meal just how effective the ingredients will be once cooked.As soon as you cook a meal, you may roll the effect die right after. Whatever values rolled will be applied when eaten. Swift Slow Roast At 11th level, you may cook the food for longer, allowing the meat to soak up more flavours than previously possible. When you cook a meal, you may spend until the start of your next turn focusing on the meal. You have disadvantage on all saving throws during this time, and all attack on you are on advantage. When the meal is consumed, if you roll on an effect table, the effect's value number is doubled (-15ft x 2 = -30ft when consumed). You may use this three times a long rest. Cooking Mastery At 15th level, you have an amazing talent for getting the food exactly how you like it. Whenever you cook a food and have to roll for an effect table, you can instead choose the values of the rolls up to the maximum of the effect die for each instance of an effect table. You may do this once per long rest. Ingredients Protein Bat Breast- 1 Charge The consumer fires a beam out of their mouth. Whoever is hit by the beam takes the effects. The range of the beam is 60ft. The target must make a dexterity saving throw, the DC is the Battle-Chef’s Spell Save DC. If the target succeeds, the beam does not hit them and they do not take any effects. The effect die is 1d6.

Frog Legs- 1 Charge The consumer spits a glob of liquid, landing in a puddle on the floor. Whenever someone steps in the acid, they take the effect. The range of the glob of liquid is 15ft. Whoever consumed the food may choose one tile within 15ft of them. A 3x3 square appears, centred on the chosen tile. If the liquid hits someone, it simply slips off them and slides to the floor, causing no effect. If someone moves through or starts their turn on the liquid, they take the effects. After two turns, the liquid evaporates and disappears. The effect die is 1d8. Gorilla Thigh- 1 Charge the consumer explodes with effect, causing an AOE of effect. All unwilling persons in a 10ft radius must make a dexterity saving throw, the DC is the Battle-Chef’s Spell Save DC. If the target succeeds, the effect does not hit them and they do not take any effects. The effect die is 1d6. Lion Loin- 1 Charge The consumer takes the effects of the meal. When consumed, whoever ate the food takes the effect. The effect die is 1d12. Mule Rump- 1 Charge The consumer is coated in a cloak of effect. Whenever someone successfully hits the consumer on a melee attack roll, the attacker takes the effects of the meal. This lasts for one turn. The effect die is 1d10. Wyrmling Wing- 1 Charge The consumer erupts a cone of effect out of their mouth. The range is a 15 ft cone. An unwilling person in the cone must make a dexterity saving throw, the DC is the Battle-Chef’s Spell Save DC. If the target succeeds, the cone does not hit them and they do not take any effects. The effect die is 1d8.

Other Accuravioli- 4 Charges First found before the first ever war, this pasta bestows uncanny accuracy to those who consume it. Perhaps now we wont see as much pee on the toilet seat? Add whatever the effect die determines to the next ability or attack roll. This effect does not stack. Amount Added Effect Die Amount Added 1-3 +1 4-6 +2 7-9 +3 10-12 +4 Angel of Light- 3 Charges Often eaten by edgy pre-teens wanting to get back at their parents. This kills them though, as eaten raw this fruit saps the essence of the soul and consumes them for sustenance.

Timmy’s dad had no idea what he had coming. Adds necrotic damage to the meal. Roll the effect die for the damage. This effect stacks.





Assassin’s Fruit- 2 Charges Well known for being planted raw in some king’s dinners. When not cooked, it is deathly toxic. However, when cooked, it simply leaves a nice tingle on your tongue. Adds poison damage to the meal. Roll the effect die for the damage. This effect stacks. Barbachoose Sauce - 3 Charges You may choose up to 5 targets to be ignored by the effects of the meal. This effect stacks. Chilgro Apple- 1 Charges Cool as a cucumber, but in apple form. Lovely in pies. Adds cold damage to the meal. Roll the effect die for the damage. This effect stacks. Delavacado - 2 Charges After the rolled amount of time passes, the effect of the meal takes place. This effect stacks. Time Delayed Effect Die Time Delayed 1-3 1 Minute 4-6 5 Minutes 7-9 10 Minutes 10-12 20 Minutes Densamie Seeds- 4 Charges Famously used in A.P. Darnum's theatre show where he faked the weight of 'the world's fattest man', these seeds cause the person who eats them to become heavier. This has no physical effects on the people, so dont be worrying about your weight when eating these. This effect lasts for two turns, then the weight returns to normal. This effect does not stack. Kg Gained Effect Die Kg Added 1-3 +25 Kg 4-6 +50 Kg 7-9 +75 Kg 10-12 +100 Kg Doobries- 1 Charge A small, ugly fruit, this is a close ancestor to the upgrape, instead seemingly worsening the foods that you add it to. Sometimes random mushrooms appear, other times the custard becomes gross and lumpy. Who knows why people use it, but they must have their reasons. Subtract 1 to any roll done in the meal. This effect stacks. Egguloss Eggs- 4 Charges From the rare "Pieprzony Bieg" bird known for it's sudden aggression and seemingly omniscient hunting style, this egg causes blindness when consumed. It's honestly your own fault if you eat the eggs of the bird currently hunting you, turn blind then die. Seriously. This effect does not stack.

Time Blinded Effect Die Time Blinded 1-3 1 Turn 4-6 1 Turn 7-9 2 Turns 10-12 3 Turns Giga-Leavened Bread- 3 Charges Imagine the most fluffy, airy, biggest bread you've ever eaten. Then times it by 10. This bread is heaven to eat, and a nightmare to store properly due to it's sheer magnitude. Jewish people seem to stay away from it. When added to a meal, if the meat has a range of Xft, add 5ft to it. This effect stacks. God Fruit- 9 charges The best of the best. There's no food better than this, and 10/10 doctors agree. Adding this to food gives it an unforgettable taste which has been known to literally blow people's minds. When you add this to food, double all the rolls you roll for the meal. This effect stacks. Heaven’s Broccoli- 3 Charges This golden vegetable was once said to be eaten by the gods, but they said that it was kinda gross, so they gave it to the mortals. Creatures on earth seem to like it though. Adds radiant damage to the meal. Roll the effect die for the damage. This effect stacks. Lemons- 2 Charges Seriously, just lemons. They're good but damn do they make my eyes water. Adds acid damage to the meal. This effect stacks. Lumens- 2 Charges A very close relative to the lemon, the lumen is a yellow spherical fruit which seems to emit a soft glow in darkness. When consumed, the consumer emits a yellow glow from their skin 10 ft around them. This effect does not stack. Effect Length Effect Die Time Blinded 1-3 1 minute 4-6 5 minutes 7-9 10 minutes 10-12 1 hour Medic’s Saviour- 2 Charges Used very often in hospitals, this cauliflower looking vegetable instantly heals anyone who consumes it. Adds healing to the meal. Roll the effect die for the healing. This effect stacks. Polarisativa Rice- 4 Charges Used by people to make themselves lighter on the scales before going to medieval weight-watchers, this uncommon rice removes the effect of gravity on a person, with varying strengths. You always use the good stuff. When hit by this effect, a person’s gravity becomes lessened, even being gone completely in some scenarios. This effect lasts until the consumer’s next turn. This effect does not stack. Lessened Gravity Effect Die Lessened Gravity by % 1-3 -25% Gravity 4-6 -50% Gravity 7-9 -75% Gravity 10-12 -100% Gravity Rocket- 4 Charges A green herb, vital for builders and the like, wishing to get high. Anyone who is effected by this gets vertically shot into the air. Many legs have been broken. This effect does not stack. Vertical Height Effect Die Distance 1-3 10ft 4-6 20ft 7-9 30ft 10-12 40ft Rockonut - 3 Charges A very hard coconut which is able to grant seemingly new health to people. Often used in the mafia to toughen someone up before jobs, this food is highly sought after and often killed over due to the advantage it gives in fights. If only those killed had it in the first place. This gives a person temporary health. Roll the effect die for the amount of temporary health granted. After 3 turns, the temporary health dissipates. This effect stacks. A popular sleep aid, sedates are sold to help those with insomnia get some sleep. They are also often used to kidnap people due to their fast acting slowness effect. But hey, whatever you want to do. After the consumer has eaten the meal, roll an effect die for this effect. Whoever is hit by the protein shape gets decreased speed depending on the roll of the effect die. The effect goes away on the start of the consumer’s next turn. This effect does not stack. Reduced Speed Effect Die Distance 1-3 -5ft 4-6 -10ft 7-9 -15ft 10-12 -20ft Self-Cooking Flour - 3 Charges Made from a desert grain which is co-dependent with the bacteria Coquus adme, this flour causes a heating effect when cooked, which can either help to mask minor