Gastromancer
Hit Points
Hit Dice: d8 per Gastromancer level
Hit Points at first Level: 8+con
Hit Points at Higher Levels: 1d8+con
Proficiences
Armor: Light
Weapons: Simple weapons
Tools: Brewers supplies, Chef's utensils, Tanners tools, Herbalism kit
Saving Throws: Constitution, Interligence
Skills: Choose two from History, Persuasion, Intimidate, Deception, Insight, Medicine, Perception, Nature, and Survival
Overview & Creation
Whether behind the counter top in a quaint village or in the front lines of battle serving soldiers, Gastromancers come from many woks of life. Gastromancers focus on cooking the best food possible, referring to their practice as an art, rather than just making another meal to survive. While many prefer to master the culinary arts through intensive studies of books, Gastromancers aren't afraid to adventure outwards into the great unknown, to pursue the ultimate ingredients. Either way, gastromancers are masters of improvisation and shouldn't be taken for fools, neither in battle, nor in conversation. Gastromancy uses the magics found in the beasts of Morgana to imbue their party with buffs, like resistances or healing, and debuff enemies. They have a limited amount of spell casting which they perform using the magical calories they gain and can store from their food. Their main method of doing this is through their signature dish, which a player may choose at character creation. Later gastromancers gain the ability to attempt to make bespoke recipes from ingredients they find to imbue specific benefits into their food, such as elemental resistance to fire by making a broth with ash from a fire elemental,
Class Features
Signature Dish
Starting at 1st Level, your experience and practice within the culinary arts has given you a signature dish. Your Dish can be anything, so long as one serving weighs less than 1 pound, and it is portable (A bowl of soup for instance wouldn't be considered portable). It also counts towards your ration count. During a long rest, you may use this time and 1 gold to cook up your signature dish. How many you cook depends on your level. At 1st Level, your signature dish heals allies for 1d4+1 HP. A signature dish may be consumed as a full action in combat.
You can only carry your Dish in your Chef's satchel, which can carry a maximum of 12 helpings at all times and they will keep inside your satchel for 1 week, but will otherwise spoil in 1 day.
Tool Master
Due to your training, you may use your Cook's Utensils as weapons. You have proficiency when attacking with these tools. Your tools get these added effects:
Name |
Cost |
Armour Class |
Strength Req |
Stealth |
Weight |
Chef's Uniform |
5 Sp |
12+Int mod |
- |
- |
5 lbs |
Frying Pan- 1d6 Bludgeoning (1d8 Versatile). On a crit, the enemy must make a Constitution check which uses your spell save dc, on a fail they become stunned for 1d4 turns
Lid- +1 Shield. If an opponent rolls a 1 when attacking you, you may use your reaction to slam the Lid into the target's face, dealing 1d8 Bludgeoning damage. The target then must succeed a DC 15 Strength Saving Throw or be knocked prone.
Ladle- 1d8 Bludgeoning (light) When attacking you can load a helping of your signature dish and attack like a catapult to deal 1d6 damage (Range 20/60). If launched at an ally they can make a Dex check with advantage to eat it as a reaction, gaining any benefits it has.
Natural Intuition
Your ability to cook with what ever is around you has taught you what is and isn't poisonous. You now get advantage on survival checks to tell if a food item is edible or not. You may also distill a poisonous plant or animal part into a vial of poison. This may be applied to your weapon to deal an extra 1d4 damage.
Taste Archetype
At the 3rd Level, you have reached a basic understanding and mastery of a specific flavor which you now implement into your Signature dish. You may change what your signature dish is if it better fits your new flavor mastery. Your Signature Dish loses its healing effect unless granted by a Taste specialty. Choose a Taste Archetype from the list:
Sweet mastery
The ability to make desserts and master sugar is hard. However, a master of sweetness creates energy and vigor within their party and those who dine on their dishes. Your decadent foods inspire and energize through their bright colors and flavors.
Sweet Relief
At the 3rd Level, when you or a friendly ally consumes your Signature Dish, they heal for 1d10 + your Intelligence modifier. This ability increases by + 1d10 at the 6th, 11th, and 15th level.
Invigorating Taste
At the 6th Level, when you or a friendly ally consumes your Signature Dish, they are cured of any status effect. In addition, you now make a guaranteed additional Signature Dish along with your others.
Sugar Rush
At the 11th Level, when an ally consumes your Signature Dish, they gain an additional action once that they can expend during the following week. For the next 30 seconds they also gain an additional 10 feet of movement
Spicy Escape
At the 15th Level, an ally who has consumed one of your signature dishes for the next 24 hours they may use their reaction to gain a 2 to their ac once, The bonus to speed lasts for 1 minute and the bonus is increased to 15 feet.
Spicy Mastery
Only the fiercest of chefs pursue the path of Spiciness. Taming the flame and heat of food can invigorate your allies and provides a extra layer of pain upon your enemies.
Fling of Fire
At the 3rd Level, your food now beams with Spiciness. You may use your action to fling your Signature Dish at an opponent using your Ladle (10/30). You may add your proficiency bonus and intelligence to your attack roll. On a successful hit the opponent must perform a dexterity saving throw the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. If they succeed they take half the damage. The attack deals 2d6 fire damage
Tamer of Fire
At the 6th Level, you now have resistance against fire-based attacks and have advantage against any Saving Throws involving fire. In addition, when you or your allies consume your Signature Dish, they may take the Dash action as a bonus action once in the next 24 hours.
Serpentine Fire
At the 11th Level, you now deals 5d6 fire damage when you fling your Signature Dish at an opponent. This increases to 6d6 at the 16th Level and 8d6 at the 20th Level.
Draconic Spice
At the 15th Level, you are a true master of fire. If you or an ally consume your Signature Dish, it is equivalent to a Potion of Fire Breath. A Cuisinier may only make this special batch once per week. You also may now add your Intelligence modifier to your Serpentine Fire ability.
Bitter mastery
The ways of war are harsh, not only on the body and soul. Your food may have taken an unfavorable turn for the worse, but it doesn't mean you're not still going to show the world your talents. You just have a... more unique way of getting around things.
Master of Combat
At the 3rd Level, you gain proficiencies with medium Armors. In addition, whenever you or your allies Damage roll is a 1 or 2, they may choose to consume your Signature Dish to reroll that roll. You may only use this once per roll.
Determined Resolve
At the 6th Level, you gain advantage on rolls against being frightened. In addition, you or an ally may consume your Signature Dish to add their Intelligence modifier to your next damage roll. If the Intelligence modifier is negative, then it is treated as a zero.
Chef at Arms
At the 11th Level, the stats to your frying pan, cleaver, and lid get a buff as indicated. You are now proficient with Dual Wielding.
Frying Pan: It now takes a 19 or 20 to stun the opponent.
Lid: Your lid is now a +2 Shield.
Ladle: You may now fling your Signature Dish as a bonus action.
Courageous Taste
At the 15th Level, you can now create the embodiment of courage in your food. If you or an ally consumes your Signature Dish, it is equivalent to consuming a Potion of Heroism. A Cuisinier may only make one of these batches per week.
Art of the Umami
It is not the end result that matters. It's the journey that counts, and that includes your food too. Practicing the Art of Umami allows you and your party to truly appreciate the taste and cultural experience you present. Now relax and enjoy some Umami soup; it'll be worthwhile.
The Soup is a Lie
Starting at the 3rd Level, you gain proficiency with the Herbalism Kit. In addition, you have an uncanny knack at finding herbs and spices in the most unexpected of places. You also have proficiency with the Survival skill (+2 to the stat if you already had it). Your Signature Dish does not lose the ability of healing as expressed in the Signature Dish ability until Level 6.
Spice Racked
At the 6th Level, you have become a master at using spices. You now gain the following abilities depending on what ingredient you use in your Signature Dish (you may only use one spice). These effects last for 1 minute, and then wear off.
Salt: "All of these delicious flavors, and you chose to be salty..."
You now have advantage on all Strength Checks, Saving Throws, and attack rolls, but you have the disadvantage on all Intelligence Checks.
Thyme: "So many spices, so little thyme..." (STOP PLEASE)
You have advantage on all Dexterity Checks, Saving Throws, and attack rolls, but you have the disadvantage on all Wisdom Checks.
Pepper: "The private who got peppered sprayed is now a seasoned veteran..."
You have advantage on all Wisdom Checks, Saving Throws, and gain the feature Otherworldly Perception, but have the disadvantage on all Strength Checks.
Bay Leaf: "I hate it when Bay Leaves..."
You have advantage on all Intelligence Checks, Saving Throws, and gain the ability to recall anything that occurred within the past hour, but you have the disadvantage with all Charisma Checks.
Cumin: "I'm cumin in there!"
You have advantage with all Charisma Checks, Saving Throws, and gain the feature Fiendish Blessing, but lose 1/3 of your maximum Hit Points.
Mint: "No wait, that wasn't mint for you!"
Gain 11(2d10) temporary hit points and advantage with all Constitution Checks, but you have disadvantage with all Dexterity Checks.
Stompin' at the Savory
At the 11th Level, Spice Racked's duration is increased to five minutes. In addition, when you fail to throw your Signature Dish at an ally using the Spoon, you may reroll (max 1 time).
Spice Master
At the 15th Level, you may add an additional spice to your Signature Dish and gain its benefits. Gain one skill proficiency in any stat of your choosing.
Art of the Sour
Years of jealousy and watching the success of others has made you a sour Cuisinier. Mastering the Art of Sour lets you get back at your enemies. Or allies, whatever tickles your fancy.
Sour Punch
At the 3rd Level, your Signature Dish makes even the strongest of creature wince. You may use your action to fling your Signature Dish at an opponent (10/30). The range of your Signature Dish can be increased by anything that can launch it. If the attack is successful, the creature affected by your Signature Dish must make a Con Save DC equal to 8 + your proficiency bonus + your Intelligence modifier or be poisoned for a minute. Allies affected roll with advantage.
Shocking Artillery
At the 6th Level, you have mastered the art of throwing your Signature Dish at a distance. The base range of your Signature Dish throw is now 30/120.
Sour Splash
At the 11th Level, your Signature Dish now poisons creatures in a 10 foot radius. However, regardless if they get poisoned or not, all allies affected have resistance to non-magical or non-silvered slashing, bludgeoning, and piercing weapons for one minute.
Sour Cringe
At the 15th Level, you have mastered the power of sourness. Your Signature Dish now can stun any tiny or small creature that eats it for a minute. Medium and larger creatures must succeed a Constitution Saving Throw or be stunned as well. All allies (or creatures too powerful or important) have advantage on this Saving Throw. You may only make this special batch once per week.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Thick Skinned
At the 5th Level, you have grown so accustomed to both insult and terrible food that you become resistant to their negative effects. Anything involving hearing that would negatively affect you is nullified. In addition, you have advantage against all charming and have a resistance to poison.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Language Barrier
At the 7th Level, due to hours of staring at text and getting reviews from people of all walks of life, you can now understand the basic idea of what any creature is saying. You now have advantage on Insight checks when using it to understand an unknown language. You also learn two additional languages.
Crafty
At the 9th Level, you can practically cook with anything, and your food tastes good every time. Your signature dish doesn't require any SP to make anymore. In addition, once a week, during a long rest that you prepare Signature Dishes, you can roll 1d4: add that number to the Signature Dishes you make for that day. You now have full immunity to being poisoned.
Enhanced Senses
At the 14th Level, your senses are now at their heightened peak. Gain skill proficiency with Perception and Insight, if you already have proficiency in those skills, double your proficiency bonus. In addition, if you taste anything, you can identify all the ingredients involved. Tasting dirt or evidence can also idenitfy what monster type touched it.
Steamed!
At the 17th Level, watching failure and misuse of ingredients has caused you to become Steamed! You may use your bonus action to fully develop into rage. You have immunity to being paralyzed, frightened, and stunned. Your Strength modifier increases to +5 for the duration, but your Wisdom modifier decreases by -3. You gain an extra attack when Steamed! The effect only lasts for a minute, and then disappears. You can only use this ability once per long rest.
Fear the Chef
At the 18th Level, you can let out a scorching insult to all enemies within 60 ft of you. They must roll a Wisdom DC equal to 10 + your Intelligence modifier + your Wisdom modifier or be frightened for three minutes. You may only use this once per short rest. Anything with a Wisdom Score below 14 automatically fails.
Master Chef
At the 20th Level, you have fully mastered the Culinary Arts. Choose another Taste Archetype and gain its 3rd and 6th Level abilities. These are now included in your Signature Dish.
Art of the Decadent
Humble Pie
At 3rd Level, when you or a friendly ally consumes your Signature Dish, they heal for 1d8 + your Intelligence Modifier and removes one negative status effect. This ability increases by 1d8 at 6th, 11th, and 15th level. It also removes one additional negative status effect at 8th level and all negative effects at 14th level.
Hypnotically Good
At 6th level, you can use your action to fling your Signature Dish at an opponent.(10/30) The range of your Signature Dish can be Increased by anything that can launch it. If the attack is successful, the creature affected must make a Con Save DC equal to 8 + your proficiency bonus + your Intelligence modifier or its vision is blurred. It has disadvantage on all actions, checks, and saving throws. Also any attack against it is made with advantage. This effect last for 1 minute.
Mind Food
At 11th level, your tasty food as expanded your mind and you can now cast the following spell. Cantrip - Create Bonfire Cantrip - Minor Illusion 4th Level - Phantasmal Killer - Once per short rest Spell DC is 8 + your proficiency bonus + your Intelligence Modifier
Fearfully Filling
At 15th level, you gain the ability to cast the spell Weird once per long Rest. Spell DC is 8 + your proficiency bonus + your Intelligence Modifier
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background
(a) Scimitar and a Dagger or (b) Two Simple Weapons
(a) Explorer's Pack or (b) Scholars Pack
- Cook's Utensils, a Chef's satchel, a copy of your personal cookbook, and a chef's uniform
Spellcasting
Spell casting
Magical Fatigue - Gastromancers magic comes from their food and their ability to absorb and store magical calories which act as a fuel source for their casting. A gastromancer can only restore spell slots on a long rest in which they eat 1d3 signature dishes. As well as this if a gastromancer uses all of their spell slots they will receive one level of exhaustion until they can consume their signature dish again even if it isn't enough to restore spell slots as it provides enough magical energy to sustain their bodies which now to a degree require the significantly more nutritious food. The level of exhaustion increases by one level for every week they do not consume at least one of their signature dishes.
Spell List