The Wild Chef is the first class option on Forges & Folklore, hopefully to be followed by many more in the future. We’ll get the obligatory joke about how flavorful this subclass is out of the way now so we can focus on the meat and potatoes of the Wild Chef.
The central mechanic here is Wild Feast, which allows the Wild Chef to make a meal for their parties using the remains of slain creatures. Depending on the type of creature used in preparing the feast, the benefits conferred to those that consume it will differ. You may run into some ethical dilemmas as a Wild Chef, trying to determine what is acceptable food, but hopefully it will provide some entertaining table talk.
Onto the subclass details.
The Wild Chef
Culinary Prowess
You have mastered the art of cooking in the field, and turning just about anything into a source of food. Starting at level three you gain proficiency with Cook’s Utensils if you don’t have it already. Additionally, you may add your proficiency bonus to any Intelligence ability check to recall information about the anatomy of a creature you are familiar with.
Wild Feast
Wild Chefs are known for their ability to make delicious and enriching meals out of the most unusual of creatures. Often forced to go long stretches of time in strange locales with even stranger flora and fauna, a Wild Chef makes their surroundings work for them.
Starting at level 3 you are able to prepare a meal called a Wild Feast, which features a particular creature in its preparation and imparts special abilities to those that consume the meal, depending on the type of creature prepared. This usually involves a particularly potent part of the creature’s anatomy (such as an owlbear’s heart, a mindflayer’s brain, or even a golem’s power core).
In order to prepare a meal strong enough to impart real benefits the creature it is prepared from must be a CR of 2 or higher, and have been killed no longer than 1 day before the Wild Chef begins to prepare it. Preparing and consuming a Wild Feast takes 1 hour, and may be done as part of a short or long rest. The Wild Feast quickly loses potency after preparation, and must be consumed immediately to receive its benefits.
When the Wild Chef prepares a Wild Feast, they make a Wisdom ability check, adding their proficiency with Cook’s Utensils. The result determines how many creatures can receive the benefits of the feast, according to the table below:
Result of Roll | Number of Creatures Fed |
1-12 | 1 |
13-18 | 2 |
19-24 | 3 |
25+ | 4 |
The following list describes the effects of consuming Wild Feasts, which are based on the creature type of the main ingredient of the feast. A creature receives these effects for 4 hours, or until they complete a short or long rest. A creature may only benefit from the effects of one Wild Feast at a time. If a creature consumes a second Wild Feast, its effects replace those of the first.
- Aberration – Whispering Wellington: You gain advantage on Intelligence ability checks, and the ability to cast the Message cantrip
- Beast – Fleetfoot Fritters: Your movement speed increases by 5ft
- Celestial – Revitalizing Ravioli: The next time your Hit Points are reduced to 0, you may spend one hit die. Roll it and immediately regain Hit Points equal to the roll plus your Constitution modifier
- Construct – Stoneskin Stew: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons
- Dragon – Fus Ro Slaw: You gain resistance to the type of damage corresponding to the color of Dragon prepared, (fire for red/gold, lightning for blue/bronze, etc.)
- Elemental – Extraplanar Pot Pie: Your weapon attacks deal an additional 1d4 damage of the type corresponding to the type of Elemental prepared (for para-elementals or the like, the DM may rule on the type of the additional damage)
- Fey – Sylvan Succotash: Advantage on Wisdom ability checks and immunity to the charmed, asleep, and frightened conditions
- Fiend – Fiendish Fricassee: Your spell attacks deal an additional 1d4 damage (the damage is the same type as the base damage of the spell)
- Giant – Jumbo Platter: Your carrying capacity doubles, and you have advantage on Strength ability checks
- Humanoid – Hero Sandwich: You have advantage on Charisma ability checks, and can understand the primary language spoken by the Humanoid prepared
- Monstrosity – Mystery Meat: You gain an additional or modified appendage (such as a stinger, sharpened claws, or large fangs. The DM will decide the form of the appendage based on the monster the Wild Feast is prepared from) that functions as a natural weapon for you. You are considered proficient with it, and may use either your Strength or Dexterity modifier for the attack and damage rolls. On a hit the weapon deals poison damage equal to 1d8 + your relevant ability modifier. You may make one attack with this natural weapon as a Bonus Action on your turn.
- Ooze – Sticky Sorbet: You gain a climbing speed equal to your walking speed, and may move up and down vertical surfaces with your hands free
- Plant – Rooted Ratatouille: You cannot be knocked prone, and have advantage on checks and saves to avoid being moved against your will
- Undead – Enduring Enchiladas: Gain temporary HP equal to 5 + the chef’s Ranger level
Note: feel free to get creative with your dishes as a player. There’s no reason you have to turn Constructs into stew, they could just as well make a delicious pan pizza!
Gourmand’s Nose
Over time, your expertise in tracking and the culinary arts has developed your sense of smell beyond that of the average human. Beginning at 7th level, you have advantage on Wisdom(Perception) checks that rely on smell. Additionally, you are able to discern the location of any creature with a fresh wound within 60 feet of you unless they are able to sufficiently cloak their scent.
Insatiable
Your appetite is legendary, and you can consume quantities of food that could normally feed a large family. Starting at 11th level you are able to benefit from the effects of two different Wild Feasts simultaneously, and any Wild Feast effects now last up to 24 hours for you, and will not expire after a short or long rest. If you consume a third Wild Feast, the new effects replace the oldest of the two you currently possess.
Improved Gourmand’s Nose
Even the subtlest and most well masked of scents cannot fool your now legendary sense of smell, this allows you to detect otherwise completely unseen foes and creatures with little effort. Beginning at 15th level, while you are under the effects of a Wild Feast, creatures of that Feast’s type cannot benefit from Advantage on attack rolls against you
I love this so much, haha.