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Cooking

Adventures need to eat. While some are content to eat the same stale old rations, some prefer to apply their skills to be kept well fed, even in the depths of a dungeon where fresh ingredients can be... strange. Not only can someone with talent produce tasty treats, but being well fed can have a variety of benefits, particularly when eating correctly prepared magical ingredients.  

Related Tool & Ability Score

Cooking works using cook’s utensils. Attempting to craft a meal without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any cooking crafting roll. Cooking uses your Wisdom modifier.  

Duration

The duration a meal remains edible depends on the type of meal made. A feast must be consumed within an hour, a snack lasts for 1 month, and rations lasts 6 months.  

Ingredients

The materials for cooking are fresh ingredients and supplies. A fresh ingredient is something you harvest that can increase the quality of your food and sometimes provide supernatural boosts beyond mere satiation. Supplies include seasonings, spices, flour or even turnips! Foods that last awhile can be cooked into perfectly fine meals, but have less benefits than eating a good fresh cooked meal.  

Recipes

With a permanent proficiency in Cook's Utensils, you know all Standard Feast recipes, all Meat Feast recipes, all Common recipes, and three additional Uncommon recipes. With a permanent expertise in Cook's Utensils, you know all Standard Feast recipes, all Meat Feast recipes, all Uncommon recipes, and two additional Rare recipes.  

General System, Specific Examples

Like with all aspects, this crafting system does not attempt to provide systematic specific examples (though they are provided in the appendix), but rather a system that allows you to know the outcome of anything you could cook. For example, a party could acquire 1 common fresh ingredient by harvesting a Hook Horror, and then combine that with 1 common supplies to cook either Hook Turkey Sandwiches or Murder Chicken Tenders, but the benefit from either example would still fall into a Monstrosity Meat Quality Meal category (one step above standard rations).  

Satiation

The magical benefits you get consuming rare and magical foods cannot be gained again until 24 hours have passed for any particular food.  

Crafting Roll

Putting that together means that when you would like to create a meal, your crafting roll is as follows:
  • Cooking Modifier = your Cook’s Utensils proficiency bonus + your Wisdom modifier
 

Success and Failure

For cooking, all crafting rolls must be made consecutively. Make all checks listed for the items. If you succeed a greater number of times than you fail, the meal is successfully completed, otherwise, it is inedible and all ingredients are lost.  

Exotic Ingredients

While standard meals are made from a selection of ingredient types and generally a seasoning, exotic ingredients have specialized effects. When making a meal from these ingredients, the meal’s effect is a combination of the effect of the exotic ingredients added. An Exotic Meal (meal cooked entirely from exotic ingredients) doesn’t need a recipe and has a crafting time of 1 hour, and the difficulty is the difficulty of all the exotic ingredients added together, with 1 check needed per exotic ingredient added.   Exotic ingredients can be combined with a standard meal by adding the DC of the standard meal to the combined difficulty of the exotic ingredients added. This can cause unusual meals and frequently has unattainably high difficulty to make it work, as adding random new components to meals typically wrecks the taste.  

Basic Cooking & Camp Actions

While the rules present a handful of ways to use cooking for more exotic ends, the most common application of cooking is just to produce an edible meal during a long rest—something any adventuring group would welcome. You can cook any meal that takes 2 hours to prepare during the Cook camp action. If you do not require 6 hours of sleep, due to a feature like Trance or for any other reason, you may prepare any meal that would line up with the time you have left during the long rest. Eating a meal does not interrupt your rest.  

Food Tables

 

Feast Table

Name Materials Crafting Time Checks Difficulty Rarity Value
Standard Feast (Common) 1 common ingredient, 1 common supplies 1 Hour 1 DC 8 Common 5 GP
Meat Feast (Uncommon) 1 uncommon meat, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 14 Uncommon 30 GP
Ramen Feast 1 uncommon meat, 3 common ingredients, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 13 Uncommon 50 GP
Seaworthy Bouillabaisse 1 uncommon meat from a creature with a swimming speed greater than its walking speed, 2 uncommon supplies, 2 common supplies 2 Hours 1 DC 12 Uncommon 50 GP
Standard Feast (Uncommon) 1 uncommon ingredient, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 14 Uncommon 30 GP
What Doesn't Kill You... Feast 1 uncommon meat from a creature that deals poison damage, 2 uncommon poisonous reagents, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 16 Uncommon 220 GP
Curry Meal 1 rare ingredient, 1 uncommon meat, 2 rare supplies, 1 uncommon supplies 2 Hours 1 DC 17 Rare 450 GP
Elementally Fortifying Feast 1 rare meat from a creature with an elemental resistance or immunity, 1 uncommon reactive reagent, 1 common primal essence, 1 uncommon ingredient, 2 rare supplies, 2 uncommon supplies, 2 common supplies 2 Hours 1 DC 16 Rare 650 GP
Heroes' Feast 2 rare curative reagent, 2 uncommon divine essence, 2 rare ingredients, 4 rare supplies, 4 common supplies 4 Hours 2 DC 18 Rare 3,000 GP
Meat Feast (Rare) 1 rare meat, 1 uncommon ingredient, 1 rare supplies, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 16 Rare 300 GP
Raw Cut Feast 3 uncommon meats harvested from a creature with either the Spellcasting feature or some form of Magical Resistance, 1 rare ingredient, 3 rare supplies, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 16 Rare 400 GP
Standard Feast (Rare) 1 rare ingredient, 1 uncommon reagent (any), 1 rare supplies, 1 uncommon supplies, 2 common supplies 2 Hours 1 DC 16 Rare 300 GP
Meat Feast (Very Rare) 1 very rare meat, 1 rare ingredient, 2 rare supplies, 2 uncommon supplies, 2 common supplies 4 Hours 2 DC 18 Very Rare 600 GP
Soup for the Soul 2 very rare ingredients, 2 very rare meats harvested from creatures that have been affected by a curse at least once in the past month, 3 rare reagents (any), 1 rare essence (any), 1 rare supplies 6 Hours 3 DC 18 Very Rare 2,000 GP
Standard Feast (Very Rare) 1 very rare fresh ingredient, 1 rare reagent (any), 2 rare supplies, 2 uncommon supplies, 2 common supplies 4 Hours 2 DC 18 Very Rare 600 GP
Meat Feast (Legendary) 1 legendary meat, 1 very rare ingredient, 3 rare supplies, 3 uncommon supplies, 1 common supplies 6 Hours 3 DC 20 Legendary 6,000 GP
Nectar and Ambrosia 1 legendary meat harvested from a creature of legendary importance (known of and had myths or legends about), 1 legendary ingredient, 3 rare supplies, 3 rare curative reagents 8 Hours 4 DC 20 Legendary 10,000 GP
Standard Feast (Legendary) 1 legendary ingredient, 1 very rare reagent (any), 3 rare supplies, 3 uncommon supplies, 1 common supplies 6 Hours 3 DC 20 Legendary 6,000 GP
 

Snack Table

Name Materials Crafting Time Checks Difficulty Rarity Value
Mint Chew x 5 1 uncommon ingredient, 1 uncommon curative reagent, 1 uncommon supplies 4 Hours 2 DC 14 Uncommon 200 GP
Mochi x5 2 uncommon ingredients, 1 uncommon supplies 4 Hours 2 DC 15 Uncommon 200 GP
Morph Cookies x 5 1 reagent or meat harvested from a shapeshifter, 1 rare supplies, 1 uncommon supplies, 1 common supplies 2 Hours 1 DC 15 Uncommon 250 GP
Seeing Sticks x 5 1 reagent or meat from a creature with blindsight or tremorsense, 1 uncommon ingredient, 1 rare supplies, 1 common supplies 4 Hours 2 DC 15 Uncommon 300 GP
Flame Breathing Jerky x 5 1 uncommon or rarer meat from a creature that is immune to fire damage, 2 uncommon reactive reagents, 1 rare supplies 6 Hours 3 DC 15 Rare 500 GP
Quickening Candies x 5 1 rare ingredient, 2 uncommon supplies, 1 common supplies 4 Hours 2 DC 18 Rare 500 GP
 

Ration Table

Name Materials Crafting Time Checks Difficulty Rarity Value
Iron Rations 1 common supplies, 1 common ingredient 1 Hour 1 DC 8 Common 2 GP
Elvish Bread 1 uncommon curative reagent, 1 uncommon ingredient, 1 common supplies 6 Hours 3 DC 15 Uncommon 120 GP
 

Misc Foods

Name Materials Crafting Time Checks Difficulty Rarity Value
Tofu (Common) 3 common ingredients, 1 common reactive reagent 2 Hours 1 DC 12 Common 30 GP
Tofu (Uncommon) 3 uncommon ingredients, 1 uncommon reactive reagent 2 Hours 1 DC 14 Uncommon 100 GP
Tofu (Rare) 3 rare ingredients, 1 rare reactive reagent 2 Hours 1 DC 14 Rare 250 GP
Tofu (Very Rare) 3 very rare ingredients, 1 very rare reactive reagent 2 Hours 1 DC 17 Very Rare 500 GP
Tofu (Legendary) 3 legendary ingredients, 1 legendary reactive reagent 4 Hours 2 DC 20 Legendary 1,000 GP
 

Feasts

 

Curry Meal

Food (feast), rare
  A dish, typically rice or noodles, prepared with curry. Up to 5 creatures can consume this meal within an hour of it being prepared. After consuming this meal, you become satiated for the next 24 hours. Upon preparing this meal, the cook chooses which curry to make:
  • Sambal Curry: The spicier, richer of the two. You may add a bonus to two Strength, Dexterity, or Constitution skill checks you make equal to 1d4 plus the cook's Wisdom modifier. You choose when to apply these bonuses.
  • Makami Curry: The smoother, more savory of the two. You may add a bonus to two Intelligence, Wisdom, or Charisma skill checks you make equal to 1d4 plus the cook's Wisdom modifier. You choose when to apply these bonuses.
  These benefits fade after 24 hours.      

Elementally Fortifying Feast

Food (feast), rare
  Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal confer the following special benefits:   Elemental Feast Table
Element Benefit
Cold Advantage on saves against cold climates and resistance to cold damage.
Fire Advantage on saves against hot climates and resistance to fire damage.
Lightning Advantage on Constitution saving throws against the stunned condition and resistance to lightning damage
These benefits fade after 24 hours. You can’t gain the benefits of another feast until these benefits fade and you are no longer satiated.      

Heroes’ Feast

Food (feast), rare
  A magnificent spread of food. Cooking this has the effect of casting the spell Heroes’ Feast, except it’s made of real food and not poofed into existence by strange magics.      

Meat Feast

Food (feast), uncommon/rare/very rare/legendary
  Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. Consuming the essence of a properly prepared creature of great power confers some of its power to you while satiated by the feast. You can add +1/+2/+3/+4 to ability checks and saving throws of the prepared creatures highest stat (if multiple stats are tied, the cook chooses which when preparing the meal).   Alternatively, the cook can bring forth exotic properties of the creature, conferring one trait of the cooked animal to those that consume it as per the following table (this replaces the benefit to ability checks and saves):   Creature Property Table
Minimum Rarity Creature Boon
Uncommon Hold Breath, Keen Senses, Pounce, Stone Camouflage
Rare Amphibious/Water Breathing, Web Walker
Very Rare Pack Tactics, Spider Climb
Legendary Magic Resistance, Regeneration, Shapechanger(Mimic)
The details from the creature boon can be found on the creature stat block. The cook must be aware of the creature’s property to make the meal imbue that property, and the GM may adjust the property in cases where it would not work for players or be too powerful as written. At the GM’s discretion, any ability can be added to this list.   These benefits fade after 24 hours.      

Nectar and Ambrosia

Food (feast), legendary
  Described as "the food of the gods", it is the closest a mortal or immortal can come to a truly divine feast. Up to 5 creatures can consume this meal within an hour of it being prepared. After consuming this meal, you become satiated for the next 7 days. Additionally, you gain the following benefits:
  • When you fail an attack roll, skill check, or saving throw, you may immediately choose to succeed instead. You may only do this three times after consuming this meal.
  • Choose a saving throw you are not proficient in. You gain this proficiency for the duration.
  • After every field rest, you gain the benefits of a Standard Feast (Rare) as if made by the same cook.
  These benefits fade after 7 days.      

Ramen Feast

Food (feast), uncommon
  A pot of noodles, a rich broth, and a mix of fresh ingredients. Up to 5 creatures can consume this meal within an hour of it being prepared. After consuming this meal, you become satiated for the next 24 hours. Additionally, you may immediately loose levels of exhaustion equal to half the cook's proficiency bonus, rounded up. You have advantage on any check or save made to stave off exhaustion or remove exhaustion.   This benefit fades after 24 hours.      

Raw Cut Feast

Food (feast), rare
  Several plates of raw cuts of meat, either paired with something like rice or on their own; the varied meats provide a broad pallet of cuts coming from magical creatures. Up to 5 creatures can consume this meal within an hour of it being prepared. After consuming this meal, you become satiated for the next 24 hours. After consuming this meal, you have advantage on saves against magical effects originating from spells of level (1/2 the cook's Proficiency bonus, rounded up) or lower. If the effect does not originate from a spell, you have this advantage if the effect originates from a creature of CR (the cook's Proficiency bonus) or lower.   This benefit fades after 24 hours.      

Seaworthy Bouillabaisse

Food (feast), uncommon
  Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. The magical properties of the meal grant you immunity to sea sickness as well as advantage on Dexterity or Constitution saving throws involving the motion of sea vessels.   Additionally, if you do not have proficiency in Water Vehicles, you can add half your proficiency bonus (rounded down) to any check involving them for the duration.   These benefits fade after 24 hours.      

Soup for the Soul

Food (feast), very rare
  A favorite among hags and witches; this soup is prepared with extravagant ingredients, but always seems to be missing something. If this soup is eaten as-is, it provides the benefits of a Standard Feast (Rare).   If a creature is boiled alive in the soup, it's soul can be harvested at one tier higher than it normally would be. After this has occurred, the soup provides the benefits of a Standard Feast (Very Rare).   After boiling 5 creatures, the soup becomes soiled; it cannot boost the soul value of any more creatures and provides no benefits upon eating it.      

Standard Feast

Food (feast), common/uncommon/rare/very rare/legendary
  Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this hearty meal, you become satiated for the next 24 hours. This is a hearty meal well surpassing the benefits of normal meals or rations, and each creature that consumes it regains an additional Hit Die during the next long rest.   If cooked by a creature with proficiency in cook’s utensils, creatures that consume this feast regain additional Hit Dice equal to the cook’s proficiency bonus during the next long rest instead.   If this meal was prepared with the Uncommon, Rare, Very Rare, or Legendary recipe, each creature can gain additional benefits by trading in Hit Dice that would be gained as part of your next long rest after consuming this meal. These Hit Dice are consumed after calculating how many you would have after the rest (including the benefits of the feast), but you can trade Hit Dice in this way you would normally lose if you have more than your maximum Hit Dice.   You can trade Hit Dice in this way up to a number equal to your proficiency bonus. The benefits scale based on the rarity on the feast. You can pick any number of benefits, but must trade Hit Dice for each benefit separately.   Benefits [Uncommon/Rare/Very Rare/Legendary]:
  • Roll a [d4/d6/d8/d12] per Hit Die traded and gain temporary hit points equal to the value rolled.
  • Trade three Hit Dice for an additional spell slot of [1st/2nd/3rd/4th] level.
  • Gain one Inspiration point by trading [5/4/3/2] Hit Dice per point.
     

What Doesn’t Kill You... Feast

Food (feast), uncommon
  Up to 5 creatures can consume this feast within an hour of it being prepared. After consuming this dubious meal, you gain resistance to poison damage, and gain advantage on saving throws against being poisoned for 24 hours. If the source of a poison saving throw is the same as the source of the meat or poisonous reagent used to make the feast, the advantage against being poisoned by that creature or effect lasts one week.      

Snacks

 

Flame Breathing Jerky

Food (snack), uncommon
  A tough jerky with exotic flavoring. Very spicy, uncomfortably so. After a creature consumes this snack as an action, they gain the following benefits for the next 10 minutes:
  • You can’t be put to sleep by magical means.
  • You have disadvantage on Wisdom checks.
  • You have disadvantage on Constitution saving throws to maintain concentration on a spell.
  • You can use a bonus action to exhale fire at a target within 10 feet of you. The target must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
You can eat a number of pieces of this jerky equal to your Constitution modifier per day.      

Mint Chew

Food (snack), uncommon
  A chewy minty candy. You can pop one into your mouth as a bonus action. While being chewed (for up to 10 minutes), you are energized and can ignore the effects of up to 3 levels of Exhaustion for the duration, and can’t be put to sleep by magical means. You can only gain this benefit once per day, after which consuming additional pieces of the candy has no effect until you finish a long rest.      

Mochi

Food (snack), uncommon
  Sweet dumplings with a jam-like filling, easy to chew on and keep your mind busy while working on monotonous tasks. After eating a mochi dumpling, you may add a bonus to the next crafting, harvesting, or gathering check you make equal to the cook's Wisdom modifier.      

Morph Cookies

Food (snack), uncommon
  Consuming one of these has the effects of casting alter self, however you can’t change the adaptation unless you consume another cookie. This effect doesn’t require concentration to maintain, and can be extended by consuming an additional morph cookie. If the ingredient came from a mimic, you can additionally transform your appearance to creatures with a different basic shape than you, though you remain the same size.      

Seeing Sticks

Food (snack), uncommon
  A stick of hard tacky substance. You can pop one into your mouth as a bonus action. While being sucked (for up to 10 minutes), you gain expanded senses and have advantage on Wisdom (Perception) checks, saving throws against Illusion spells, and Intelligence (Investigation) checks to see through illusions; though, because of the bad taste inherent to the formulation, continuing to suck on the seeing stick requires concentration, as if concentrating on a spell.   By adding the optional common supplies ingredient, they can be sweetened, granting you advantage on Constitution saving throws made to maintain your concentration against spitting them out; this increases the DC of the recipe by 1.      

Quickening Candies

Food (snack), rare
A small hard candy ball, with extreme caffeinated properties. When you pop one of these into your mouth as a bonus action, you are under the effect of haste for 1d4 rounds. You still suffer the normal effect of haste ending when the effect ends.      

Rations

 

Elvish Bread

Food (ration), uncommon
  A creature can use its action to eat one bite of this bread (1 ration of it). Eating a piece restores 1 hit point, and the bread provides enough nourishment to sustain a creature for one day.      

Iron Rations

Food (ration), common
  Iron rations refers to field rations involving dried and preserved food. A basic food ration that will keep you from starving for a day after consuming them. Common side effects include a craving for real food after prolonged exposure.      

Misc Foods

 

Tofu

Ingredient, common/uncommon/rare/very rare/legendary
  A Makami-based recipe, turning vegetables into something that tastes like meat. You can substitute most meats in a cooking recipe with tofu of the same rarity; if the meat has an additional requirement, such as "1 rare meat from a creature with an elemental resistance or immunity", tofu cannot substitute that meat.      

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