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Gourmand


Hit Points

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

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Cook’s tools, one artisan’s tool of your choice
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, Persuasion, Sleight of Hand, Survival

  Optional Rule: Improvised Weapon Proficiency If your dungeon master allows it, you can take a limited version of improvised weapon proficiency which will allow you to use cooking utensils as weapons using your proficiency bonus. They do 1d4+strength of whichever damage type suits the utensils (i.e. Knife does slashing, Barbecue fork would be piercing, frying pan would be bludgeoning).

Overview & Creation

When it comes to anything food, gourmands are the people you should turn to. Whereas artificers use ingenuity and magic to unlock extraordinary capabilities in objects, gourmands can do the same for food. They see food as a way to house and deliver spells to help aid allies, harm foes, or possibly just to have an excuse to beat someone with a rolling pin.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

 

Level Proficiency
Bonus
Features Cantrips 1st 2nd 3rd 4th 5th
1 +2 Magical cooking,
Spellcasting
2 2 - - - -
2 +2 Infuse Food 2 2 - - - -
3 +2 Gourmet Specialty,
Cooking for Friends
2 3 - - - -
4 +2 Ability Score
Improvement
2 3 - - - -
5 +3 Gourmet Specialty
Feature
2 4 2 - - -
6 +3 Culinary Specialist 2 4 3 - - -
7 +3 Fast Food 2 4 3 - - -
8 +3 Ability score
improvement
2 4 3 - - -
9 +4 Gourmet Specialty
Feature
2 4 3 2 - -
10 +4 Hardy Constitution 3 4 3 2 - -
11 +4 Food Infusion
Improvement
3 4 3 3 - -
12 +4 Ability Score
Improvement
3 4 3 3 - -
13 +5 - 3 4 3 3 1 -
14 +5 Potioner's Gambit 4 4 3 3 1 -
15 +5 Gourmand Specialty
Feature
4 4 3 3 2 -
16 +5 Ability Score
Improvement
4 4 3 3 2 -
17 +6 - 4 4 3 3 3 1
18 +6 Masterchef 4 4 3 3 3 1
19 +6 Ability Score
Improvement
4 4 3 3 3 2
20 +6 Soul Food 4 4 3 3 3 2


Class Features

Magical Cooking
At 1st level, you've learned how to invest a spark of magic into small food items. To use this ability, you must have cook’s tools in hand. You can spend an action to magically craft a small food item of your choice, which you can choose an effect from. Any food altered by any ability from a gourmand is considered magical and does not spoil, although the food must have a suitable container to carry it in.

  • When consumed, the food item grants up to your class level plus your proficiency bonus as temporary HP.
  • When consumed, you force the consumer to make a constitution saving throw. The food item deals your class plus your proficiency bonus as poison damage on a failed save.
  • When consumed, the food item forces the consumer to make a wisdom saving throw. On a failed save, the consumer suffers the effects of “charm person” as per the spell.
The chosen property lasts indefinitely. As an action, you can touch the food and end the property early.

You can create multiple food items per long rest, though a single food item can only bear one property at a time. The maximum number of pastries you can create with this feature at one time is equal to your Wisdom modifier (minimum of one object). The uses of this reset after a long rest.

  Infuse food
At 2nd level, you've gained the ability to infuse food items with spells. To do this, you must spend time preparing (an hour per serving) the food or meal, and casting the spell into the food item or meal you are attempting to infuse. The casting time is as per the spell, using up the spell slot of that level for the casting. It behaves in a similar manner to a ring of spell storing, holding the spell. When the food is consumed, the creature consuming the pastry acts as if the spell had been directly cast on them, using the caster’s stats and spell save DC. If the spell requires concentration, the consumer must concentrate upon it as if they had cast the spell. You can store a maximum of items with stored spells equal to your Wisdom modifier + your gourmand level. The spell must be on the gourmand’s spell list and be of a level that you can cast at.

Food with a Spell infused into it counts as magical, gives off a magical aura and can be picked up with an arcana check, detect magic, and identify as if it were a magical item.

  Gourmet Specialties
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

  Cooking for friends
At 3rd level, you gain the ability to inspect a plate of food or drink within 5 ft as a bonus action. You can tell if it is poisoned as long as you can see or smell it, and you get to add your proficiency bonus to checks on arcana if the food holds any magical properties. During a short rest you can spend an hour magically preparing and eating a meal. If you do so, you gain resistance to constitution saves against poison effects and damage for the next 8 hours. You can do this once per long rest.

Ability Score Improvement
When you reach 4th level, 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.

Culinary specialist
At 6th level, your proficiency bonus is now doubled for any ability check you make with your cook’s tools.

Fast Food
At 7th level, you've gained enough skill with food to halve the prep time for your infused meals. Preparing the food only takes half an hour per serving plus the casting time of the spell. You can also now add your proficiency bonus to the number of spell infused food items you can create and hold.

Hardy constitution
When you reach 10th level, you have experienced the culinary delights of many cultures on your travels. You have hardened your constitution through sampling some of the worst foods as well as some of the best, from all kinds of races. You gain immunity to poison due to the foods you have endured on your travel and learning how to harden your system with the aid of your own innate magical talents, and advantage on inspecting food and drink for poisons. You also gain advantage on constitution saving throws from ingested substances.[br
Food-infusion improvement
At 11th level, your ability to infuse food improves. You can now infuse food with a spell from any spell list, of a level that you know, with a successful caster check (gourmand spells require no check). You must spend half an hour + the spell’s casting time to prepare the food and cast the spell into it. The DC to cast a spell from another spell’s casting list is 12 + the spell’s level. You can cast gourmand spells with the ritual tag as a ritual into a spell-infused food item.

Potioner’s gambit
Starting at 14th level, you have learned how to incorporate potions into your ingredient’s list for your foods without losing the magic within the potions. You can now cook with potions, poisons and oils as part of your food preparations, and gain the effect of these once the food is consumed. The DC for any saves are as per the original potion/oil/poison's description if required.

Optional Dungeonmaster rule: Mixing potions
If your dungeon master allows, you can add a potion to a magically crafted food item or a food item storing a spell, but you and your dungeon master should discuss any side effects of doing so (such as rolling off of the potion miscability table).

Masterchef
Starting at 18th level, Using your cook’s tools you can create food infusions with spells of any level from any spellcasting list. If you cast from another list or using a spell slot that is of a higher level available to you, make a caster check. The DC is 12+the spell’s level.

Soul food
At 20th level, you have a mystical connection to the culinary concoctions you create using your cook's tools or brewer's supplies. At 20th level you gain the following benefits:
  • If you are knocked to 0 hit points, you can use your reaction to consume a food item you have created, gaining that effect.
  • If you give out a creation to another creature, you can use that food item to use as the point of origin of your spells when you cast them, as long as that creature is in your visible range.


Starting Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • Cook’s tools and a explorer’s pack

 


Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through your cook’s utensils. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from your culinary tools that are both delightful and delicious.

Tools Required
You produce your gourmand spell effects through your tools. You must have a spellcasting focus -specifically cook's tools- in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse food feature at 2nd level, you can also use any food item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the gourmand spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Gourmand table.
When you gain a level in this class, you can replace one of the gourmand cantrips you know with another cantrip from the gourmand spell list.

Preparing and Casting Spells
The gourmand table shows how many spell slots you have to cast your gourmand spells. To cast one of your gourmand spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the gourmand spell list. When you do so, choose a number of gourmand spells equal to your Wisdom modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level gourmand, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of gourmand spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your gourmand spells. You use your Wisdom whenever a gourmand spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a gourmand spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse food
At 2nd level, you've gained the ability to infuse food items with spells. To do this, you must spend time preparing (an hour per serving) the food or meal, and casting the spell into the food item or meal you are attempting to infuse. The casting time is as per the spell, using up the spell slot of that level for the casting. It behaves in a similar manner to a ring of spell storing, holding the spell. When the food is consumed, the creature consuming the pastry acts as if the spell had been directly cast on them, using the caster’s stats and spell save DC. If the spell requires concentration, the consumer must concentrate upon it as if they had cast the spell. You can store a maximum of items with stored spells equal to your Wisdom modifier + your gourmand level. The spell must be on the gourmand’s spell list and be of a level that you can cast at.

  Food with a Spell infused into it counts as magical, gives off a magical aura and can be picked up with an arcana check, detect magic, and identify as if it were a magical item.


Subclass Options

Patissiere
The culinary delights created by patissieres are renowned for their complexity, their balance and their ability to bring delight to those who gaze upon the often immaculate presentation. In battle, a patissiere can often be looked upon to delight their party with sweet treats that never fail to comfort in and out of battle.

Tool proficiency
At third level, you gain proficiency with the Herbalism kit. If you already have proficiency in this. Choose another artisan tool to take proficiency in.

Patissiere spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gourmand Spells table. These spells count as gourmand spells for you, but they don’t count against the number of gourmand spells you prepare.

Gourmand Level Patissiere Spells
3rd Shield, Healing Word
5th Aid, Lesser Restoration
9th Catnap, Mass Healing Word
13th Aura of life, Death Ward
17th Mass Cure Wounds, Raise Dead


Animal crackers
Starting at 3rd level, you can create deserts that can take on basic aspects of beasts you slay and imbue you and your allies with boons from beasts you harvest. The table below denotes what boons you can gain from creating desserts with slain beasts. The following list is not exhaustive (due to player creativity and differences in game settings) and any unlisted meals should be ruled by the DM in alignment with this chart. Effects last up to a number of hours equal to half your gourmand level (rounded down, minimum of one), and time to prepare is the same as preparing food for infusion. A creature can only benefit from one effect at a time. You must have the ingredients on hand to create the meals.

Beast Type Effect
Lupine Pack tactics: If a creature consumes this pastry, when they attack a creature with an ally in range they gain advantage on their attacks.
Spiders Spider climb: The consumer gains a climb speed equal to their walking speed.
Insects Exoskeleton: The consumer gains a +2 bonus to AC.
Vulpine Cunning: The consumer can roll a d4 and add the number rolled to every skill check and saving throw
Avian Flight: The consumer gains a flying speed equal to their walking speed
Rodent Incisors: The consumer grows two sharp, rodent-like teeth. They gain a bonus action bite attack that deals 1d4+strength piercing damage that the user is considered proficient in.
Aquatic Swim speed: The consumer gains a swim speed equal to their walking speed


Comfort food
At 5th level you've developed masterful command of your magically created dishes, enhancing the healing and bonuses you create through them. Whenever you cast a healing spell or a support spell that allows you to add a bonus die (such as bless) through your cook’s tools, including as an infusion, you can re-roll any ones on the dice rolled. You must use the new rolls, even if it’s another one.

Nutritional boost
At 9th level, You can cast Heroes feast without expending a spell slot, without preparing the spell and without providing the material component, provided you use cook’s tools as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Creme de la creme
By 15th level, you have figured out how to imbue your cooking with features from any foe as well as even making the most disgusting thing delightfully whimsical. You can create delights using parts of any foe you kill, instilling it with a feature usually only accessible by the creature. This feat can either be chosen by the DM or randomised (with the exception of legendary actions or resistances), and can be used a total number of minutes equal to your gourmand level+your modifier. If the feature specifies a recharge roll, the ability cannot recharge - for example if you gain a creature’s frightful presence, you can only use it once within the time limit. If the feature has a limited number of uses, then you only gain that number of uses within the amount of minutes specified as according to the earlier calculation.


Chef
The hearty and filling dishes of the chef can bolster allies and give them strength. Gourmand chefs are specialised in hunting the food for their dishes, and take pride in doing so. They create and creating magnificent and bolstering dishes to aid in the party’s journey, gathering their and their party’s strength to overcome the most insurmountable odds.

Bonus proficiency
At third level, you gain proficiency with the survival skill when tracking or harvesting creatures. If you are already proficient, add double your proficiency bonus when you are tracking creatures or harvesting them.

Chef spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gourmand Spells table. These spells count as gourmand spells for you, but they don’t count against the number of gourmand spells you prepare.
Gourmand Level Chef Spells
3rd Hunters Mark, Compelled Duel
5th Fortune's favour, Pass without a trace
9th Thunder step, Haste
13th Dominate beast, Freedom of movement
17th Conjure volley, Steelwind strike
 

Hearty stew
Starting at 3rd level, during a short or long rest, you can create meals that can help bolster your allies. The table below denotes what boons you can gain from creating meals with your cook’s tools. The following list is not exhaustive (due to player creativity and differences in game settings) and any unlisted meals should be ruled by the DM in alignment with this chart. Effects last up to a number of hours equal to half your gourmand level (rounded down, minimum of one), and time to prepare is the same as preparing food for infusion. A creature can only benefit from one effect at a time. You must have the ingredients on hand to create the meals.
 
Meal Effect upon consumption
Hearty stew Any time you roll a skill check or saving throw, roll a d4 and add it to the total
Omelette Gives a +2 to your strength score (+1 modifier)
Stir Fry Gives a +2 to dexterity score (+1 modifier)
Casserole Gives a +2 to constitution score (+1 modifier)
Baked Fish Gives a +2 to intelligence score (+1 modifier)
Ramen Gives a +2 to wisdom score (+1 modifier)
Pizza Gives a +2 to charisma score (+1 modifier)
Risotto Gain 2d6+wisdom modifier in temporary hit points
 

Three-course meal
At 5th level you've developed a way to harness the power of your meals. Any time you are under the effect of one of your specially prepared meals or an infusion, you can roll an extra 2d6 damage on weapon attacks on the first attack that connects on an enemy.

Bountiful feast
At 9th level, you can cast create food and water at will. Using your bonus action as part of the same turn, up to a number of times equal to your wisdom modifier, you can immediately infuse the created food ready for use as if you had spent the full amount of time infusing them. Foods infused in this way will spoil after 24hrs, as per the create food and water spell.

Head chef
By 15th level, you have figured out how to instill the food you cook with the power of the ingredients you use. When you create a meal using slain foes or foraged magical plants, you can imbue the meal with the strength of the main ingredient of the meal. For example, you could use adult red dragon feet and gain a claw attack that deals (2d6 + 8) slashing damage or you could carefully remove a dragon’s breath gland and use their breath attack. The gained benefit lasts for an amount of minutes equal to half your gourmand level+wisdom modifier.

  (DM note: the DC for harvesting pieces to use in meals depends on the difficulty. In the above example, a foot would be an obvious and easy part to remove, so the DC would be 10+the creature’s CR. However, the breath gland is a very small and delicate part to remove, and would be the most complex part to remove from the dragon’s corpse, putting the DC at 15+the creature’s CR. High risk means high reward for this subclass. This also means that for the more highly powered benefits, the character should be expected to specialize in what they do.)


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cethrawr.

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