Iron Chef, Variant (5e Class)
The Iron Chef
A plump dwarf works all morning infusing alchemical components into a batter of sweet cupcakes. The cupcakes spark with energy as they sit on the counter cooling.
The Elf pours bowls of soup for her party around the campfire. The soup that sparkles with healing energy. As they eat their wounds heal before her eyes.
Creating The Iron Chef
Becoming The Iron Chef isn't a light feat. It takes years of studies and experimentation to learn even the basics of cooking, and even then it takes some innate ability to truly understand the art. What got you into cooking? Was it perhaps a family tradition, or a newfangled love of food? Did passion drive you, or was it the dry tasteless food most have grown to expect that drove you to pursue the mastery of the Iron Chef? You should keep this all in mind when creating your character.
Quick Build
First, make your highest ability score Intelligence, followed by Constitution. Second, choose the Guild Artisan background.
Class Features
As a Cuisinier you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Cuisinier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cuisinier level after 1st
- Proficiencies
Armor: Light
Weapons: Club, Sling, Dagger, Handaxe, Net, Trident
Tools: Brewer's supplies and Cook's utensils
Saving Throws: Constitution and Intelligence
Skills: Choose two from History, Persuasion, Intimidate, Deception, Insight, Medicine, Perception, Nature, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Trident and a Dagger or (b) Two Simple Weapons
- (a) Explorer's Pack or (b) Scholars Pack
- Cook's Utensils, a Cuisinier's satchel, a copy of your personal cookbook, and a chef's uniform
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Signature Dish, Tool Master |
2nd | +2 | Natural Intuition, Quick Cook |
3rd | +2 | Taste Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Thick Skinned, Camp Side Snack |
6th | +3 | Archetype Feature |
7th | +3 | Language Barrier, Angry Chef |
8th | +3 | Ability Score Improvement, Iron Stomach |
9th | +4 | Crafty, Box Lunch |
10th | +4 | Ability Score Improvement, Tough Skin |
11th | +4 | Archetype Feature |
12th | +4 | Ability Score Improvement, Hearty Meal |
13th | +5 | — |
14th | +5 | Enhanced Senses |
15th | +5 | Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Steamed! |
18th | +6 | Fear the Chef |
19th | +6 | Ability Score Improvement |
20th | +6 | Master Chef |
Signature Dish
At 1st level, your experience and practice within the culinary arts has given you a signature dish. Your Dish can be anything, just as long as you can take small quantities around with you. During a short or long rest, you may use this time and 5 gold coins to cook up your signature dish. You can choose from the list below on the effect of the meal when you make it.
Unfortunately, you can only carry your Dish in your Chef's Satchel, which can carry a maximum of 30 helpings at all times (60 at Level 20). Also, if you have not consumed your Signature Dish by your next long rest (or within 24 hours), the Dish expires.
- Heal
The dish can heal whoever eats it. The dish heals 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.
- Poison
The dish can poison whoever eat it. The dish poison 2d4+2. At level 5 it becomes 4d4+4, at level 10 it becomes 8d4+8, at 15 it becomes 10d4 + 20.
- Swift Step
The dish increases the creature’s speed by 20 feet for 1 minute to the person who eats it.
- Skill Bonus
The dish adds a +2 to all stats modifiers and skill check for 24 hours to the person who eats the meal.
- Stealth Bonus
The dish gives advantage to all stealth checks for 24 hours to the person who eats the meal.
- Inspirational Bonus
Those who eat their snacks receive the benefits of the bard's inspiration (1d6). Your Bard's Inspiration die changes when you reaches certain levels in the class. The dice becomes a d8 in the 5th level, a d10 on the 10th level and a d12 on the 15th level.
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:
Chefs Uniform- (Light Armor) 10 + Intelligence Modifier, and gain +1 AC for a stain. You have stain equal to your Proficiency bonus-1.
Frying Pan- 1d6 Bludgeoning (1d8 Versatile). When you roll a critical strike against an opponent, add an extra 1d6 (1d8 Versatile) damage, and the target is stunned for its turn.
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.
Cleaver- 1d4 Slashing Damage (Finesse, Light). When attacking an enemy that bleeds, this deals an additional 1d4 Slashing Damage. On a critical strike, this can sever appendages of non-magical creatures.
Mixing Spoon- 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.
Steak Knife- 1d6 piercing. Due to serrations along the blade, you can pierce the toughest of armor. Add +2 to your attack roll when you make a melee attack. This is not your average knife, kept razor sharp through the hardest of Dwarven Stone. Deal an additional 1d4 against any creature on a critical hit.
Natural Intuition
When you reach 2nd Level, you have the uncanny ability to estimate the Hit Points of an opponent. When you successfully attack an opponent, you can use your bonus action to determine whether the creature has hit points higher, lower, or equal to your own. At the 13th Level, you can determine the exact hit points of the creature you attacked.
Quick Cook
When you reach 2nd Level, you can cast Create Food and Water once a day You create 75 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Taste Archetype
At the 3rd Level, you have finally mastered basic cooking and are ready to pursue the path of taste and to understand the color pallet of the tongue. Your Signature Dish loses its initial healing effect (unless otherwise stated), but gains new ones. Choose a Taste Archetype from the list of Arts: Art of the Sweet, Art of the Sour, Art of the Spicy, Art of the Bitter, Art of the Umami, and Art of the Decadent.
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.
Camp Side Snack
At 5th level, the Iron Chef can cast the spell Camp Side Snack once between long rest.
Casting Time: 10 minutes Range: 30 ft Components: V S M (A wooden bowl, which the spell consumes) Duration: Instantaneous Classes: Iron Chef
You bring forth a up to ten bag lunches, including a sandwich of the chef’s choice (each sandwich can be different. The sandwiches can include lettuce, tomatoes, pickles, onions, mayo, mustard, gravy, salad dressing), trail mix (made of nuts, seeds, and berries), and thinly slice potatoes sliced and fried in oil (potato chips), and small 10 oz small water skin (filled with fruit juice, vegetable juice, or milk). The snack takes 10 minutes to consume and disappears at the end of that time, and the beneficial effects don't set in until this 20 minutes is over.
A creature that partakes of the snack gains the benefit. Whoever eats hit point maximum also increases by 2d10+6, and it gains the same number of hit points. These benefits last for 12 hours.
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.
Angry Chef
At 7th level, the Iron Chef can use a Bonus Action to gain advantage when attacking with the Frying Pan, Cleaver, and/or Steak Knife. You may use this a number of times equal to your Constitution Modifier.
Iron Stomach
At 8th level, The Iron Chef gain immunity to all Poison when mixed in with food or drink.
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 GP to make any more. Also, you now have full immunity to being poisoned.
Box Lunch
At 9th level, the Iron Chef can cast the spell Box Lunch once between long rest.
Casting Time: 10 minutes Range: 30 ft Components: V S M (A wooden bowl, which the spell consumes) Duration: Instantaneous Classes: Iron Chef
You bring forth an up to eight box lunches, including a fish of the chef’s choice (raw or cooked), rice (white or brown), and veggies (raw or cooked), small 6 oz small water skin (filled with fruit juice, vegetable juice, or milk). The snake takes 30 minutes to consume and disappears at the end of that time, and the beneficial effects don't set in until this 30 minutes is over.
A creature that partakes of the snack gains the benefit. Whoever eats hit point maximum also increases by 3d10+9, and it gains the same number of hit points, The creature is cured of all diseases and poison. These benefits last for 18 hours.
Tough Skin
At 10th level, Iron Chef adds his con modifier to his AC.
Hearty Meal
At 12th level, the Iron Chef can cast the spell Hearty Meal once between long rest.
Casting Time: 10 minutes Range: 30 ft Components: V S Duration: Instantaneous Classes: Iron Chef
You bring forth a up to 10 meals, including a meat of the chef’s choice (cooked or raw), sticks potatoes and fried in oil (french fries), Veggies (cooked or raw), and small 6 oz small water skin (filled with fruit juice, vegetable juice, milk, ale, or booze). The meal takes 45 minutes to consume and disappears at the end of that time, and the beneficial effects don't set in until this 45 minutes is over.
A creature that partakes of the snack gains the benefit. Whoever eats hit point maximum also increases by 4d10+12, and it gains the same number of hit points, The creature is cured of all diseases and poison, becomes immune to poison and being frightened. These benefits last for 24 hours
Enhanced Senses
At the 14th Level, your senses are now at their heightened peak. Gain skill proficiency with Perception and Insight, if you do not already have them, and add +2 to them. 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 Constitution 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, 6th and 11th Level abilities. These are now included in your Signature Dish.
Taste Archetypes
When deciding on a Taste Archetype, think about what kind of food your Chef prepares. Do they prefer the fiery heat of Spicy food or the Sweetness of desserts? Were they forged by the Bitterness of war or Savor the best life has to offer? These are all important things to consider when choosing a Taste Archetype.
Art of the Sweet
The ability to make desserts and master sugar are hard. However, the Art of Sweetness is a master of creating spirit and vigour within the resolve of anyone whose tongue happens to grace the divine texture.
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. They must wait for a long or short rest for this ability to recover.
Sweet Escape
At the 15th Level, your Signature Dish now gives your allies the equivalent of a Potion of Invulnerability. The Chef may only make this special batch once per three days.
Art of the Spicy
Only the fiercest of chefs pursue the path of Spiciness, and from the scars on their fingers and tongues, it is clear that Spiciness also pursue them too.
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 (10/30). Your proficiency modifier when making attacks with your Signature Dish is equal to your proficiency bonus + your Intelligence modifier. The opponent must do a Dexterity saving throw to avoid your attack. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier. The range of your Signature Dish can be increased by anything that can launch it. If the attack is successful, the opponent is blinded.
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 for a minute.
Serpentine Fire
At the 11th Level, you now deal 5d6 fire damage when you fling your Signature Dish at an opponent. This increases to 6d6 at the 16th Level and 7d6 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, which enables the consumer to breathe fire six times instead of three. A Cuisinier may only make this special batch once per three days. You also may now add your Intelligence modifier to your Serpentine Fire ability.
Art of the Bitter
The ways of war are harsh, not only on the body and soul. Your food may have taken an unfavourable 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.
Cleaver: You now do 2d4 Slashing Damage to any target that bleeds.
Mixing Spoon: You may now fling your Signature Dish as a bonus action.
Steak Knife: Your knife now add +3 to the Attack Roll and deals an extra 1d6 on a critical strike.
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 three days.
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 for 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 flavours, 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..."
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.
Garlic: 'Have you heard of the garlic diet? You don't lose much weight, but from a distance, your friends think you look thinner!"
You gain a 15-foot cone breath attack the target must make a Constitution save. A target takes 8d6 poison damage and is blinded on a failed save, or half damage on a success.
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,
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 and must use the second roll.
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 three days.
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 lasts 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
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