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  1. - Top - End - #1
    Ettin in the Playground
     
    nickl_2000's Avatar

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    Default Subclass Contest XXXII: Food and Foodies

    It's time for our next subclass contest! Subclass Contest XXXII: Food and Foodies

    1. The class must fit the theme of the contest. For our thirty-second contest, Food and Foodies. It could be a subclass that makes food boosting others, a subclass that gains boosts from eating food, a subclass that fights with food, anything dealing with food in some way.
    2. Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
    3. You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any published base class (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
    4. Until the contest is finished, do not publicly post your subclass anywhere else, other than the discussion thread for these contests. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason). Privately sharing your work is acceptable.
    5. Your subclass must be complete by the end of the day on September 19th. The next day, I will put up a voting thread. Any submissions or edits after that point will be considered invalid. A two-week extension will be implemented if at least three requests are made in the chat thread.
    6. A single extension of two weeks is available if at least three people request it in the chat thread.
    7. Have fun, be respectful.


    Chat thread: https://forums.giantitp.com/showthre...ming-Frequency
    Voting thread: Coming September 19th.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
    Show

    ● IV-Pinball Wizard
    ● VI-Luchador Bard
    ● XIII-Rogue, Tavern Wench
    ● XV-Monk, Way of the Shrine Guardian
    ● XVI-Cleric, Madness Domain
    ● XVIII-Fighter, Chef
    ● XXI-Artificer, Battling Bowman
    ● XXV-Ley Line Sorcerer

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
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    GitP, obviously
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    Default Re: Subclass Contest XXXII: Food and Foodies

    Zero idea whatsoever what I’m going to do with this one, marking my place for later anyway. Let’s go!

    Spoiler: Changelog
    Show
    8/24 - Current concept: Monk, inspired by delivering a knuckle sandwich. Using a baguette as a club.
    9/13 - Debated giving up on this one, but my procrastination expertise will kick in aaany minute now.
    9/19 - Realizing my time has run out, but maybe I’ll share this idea with the community if I ever decide to bring it to life.
    Last edited by animorte; 2022-09-19 at 05:57 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default Re: Subclass Contest XXXII: Food and Foodies

    Blood Hunter: Order of the Gourmand

    Bloodhunter orders are almost unerringly dedicated to the use of ancient and dark arts to hunt down the unspeakable horrors that lurk in the shadows of the night. Gourmands are not that. Gourmands focus instead on hunting down rare ingredients for their cooking, hunting down dinosaurs, magical beasts, aberrations, and other potentially delicious beats to cook. They also travel the world looking for exotic and unique seasonings or other ingredients that place them in harms way. Gourmands learned the power of hemocraft for one simple reason, they believe that something can't be truly good unless you're willing to put your blood, sweat, and tears into it.

    Exotic Cuisine
    When you join this order at 3rd level you gain proficiency in Cook's Utensils if you didn't have it already. If you already had proficiency in Cook's Utensils then you instead add double your proficiency bonus to checks using Cook's Utensils. You can determine if something is safe to eat at a glace, this does not reveal if a normally safe to eat substance such as food or whine has been intentionally poisoned or altered.

    Additionally, during a short rest you can choose to cook food if you have the appropriate ingredients and utensils required to make a meal, this food feeds a number of creatures up to twice your proficiency bonus. You can still participate in a short rest while doing this. Any creature that eats this food at the end of a short rest gains temporary hit points equal to two rolls of your hemocraft die.

    Cooking Companion
    From 3rd level you gain the ability to summon a spirit companion bound to you by the power of hemocraft. This spirit takes the role of a adventuring companions, bound in duty to help you on your quest for the greatest food in the known and unknown world. This companion uses the accompanying statblock but has a wide array of possible appearances. It typically takes the form of a truffle pig or hunting dog when manifested but can take the form of nearly any creature you are familiar with.

    The spirit is friendly to you and your companions and obeys all of your orders loyally. If it dies it's body vanishes in a puff of smoke smelling vaguely of barbeque. You can summon the spirit to you as an action, restoring all of it's hit points and reviving it if it had died. Once you summon the spirit this way it you cannot do so again until you finish a short or long rest. When you summon the spirit you can choose it's appearance as well as if it appears as a small or medium creature.

    In combat the spirit avoids danger unless given a specific order. The spirit will follow verbal orders but will not take the attack action unless you use a bonus action to direct it to do so. Whenever you use your Crimson Rite class feature you can have the benefits of the feature apply to the spirit's bite attack as well.

    Spirit Companion
    Small or Medium Beast
    Armor Class: 14 + PB
    Hit Points: 5 + five times your Blood Hunter level (The spirit has a number of hit die, d10s, equal to your Blood Hunter level)
    Speed: 30 ft
    STR: 16 DEX: 12 CON: 15 INT: 8 WIS: 16 CHA: 18
    Saving Throws: Dex 1 + PB, Con 2 + PB
    Damage Immunities: Fire, Acid
    Senses: Sent, Passive Perception 13 + PB
    Skills: Survival 3 + PB
    Actions: Bite Melee Weapon Attack +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

    Blood Forager
    From 7th level whenever you use your bonus action to target a creature with a blood curse you can command your Spirit Companion to move up to its speed and attack the creature you targeted as part of the same bonus action. Once per turn when you or your Spirit Companion deal damage to a creature afflicted by one of your blood curses you can have both of you gain temporary hit points equal to a roll of your hemocraft die.

    High on the Hog
    From 11th level whenever you summon your Spirit Companion you can choose to have it be small, medium, or large size. Additionally your Spirit Companion deals 2d6 + PB damage.

    Improved Forager
    From 15th level you gain the ability to heal yourself and your companion more readily. Once per turn when you or your Spirit Companion deal damage to a creature afflicted with one of your blood curses you both recover hit points equal to one roll of your hemocraft die.

    Prized Spirit
    From 18th level whenever you summon your spirit you can choose to have it appear as a small, medium, large, or huge sized creature. It's bite attack now deals 4d6 + PB damage. If your Spirit Companion dies it now leaves behind a quantity of well prepared meats that can feed up to 8 creatures before vanishing.
    Native Sha'ir enthusiast. NO GENIE WARLOCK DOESNT COUNT!

    Quote Originally Posted by Sparky McDibben View Post
    I am unburdened of my salt, and I rise like a bland-ass potato chip from the ashes of my discontent.
    Rate my homebrew: https://forums.giantitp.com/showsing...&postcount=323

  4. - Top - End - #4
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Sep 2009

    Default Re: Subclass Contest XXXII: Food and Foodies

    Famine Patron

    Famine Patrons include beings of tremendous hungers such as Juiblex, beings of horrifying cravings such as Elder Brains and at least one being of such all-consuming appetites that wreak apocalyptic havoc, known as the Horseman of Famine. Famine Patrons empowerment of their servants can almost seem more like infections, as they debilitate those around them and can drive their servants into hungry rampages

    Additional Spells
    1: Ray of Sickness, Detect Poison and Disease
    3: Ray of Enfeeblement, Protection from Poison
    5: Vampiric Touch, Slow
    4: Polymorph, Vitriolic Sphere
    5: Contagion (Gnawing Hunger variant), Insect Plague

    Maw of Hunger
    At 1st level, You can summon a voracious hunger. You gain a Maw of Hunger that functions as a melee spell attack that deals d6 piercing damage. In addtion to taking the attack action with this Maw, you can let your hunger overwhelm you and make a Bite Attack as a bonus action. You can take this bonus action a number of times equal to your Charisma Modifier, and regain uses on a short rest.
    The damage increases to 2d6 at level 5 and becomes magical. The damage increases to 3d6 at level 11 and becomes necrotic, and increases to 4d6 at level 17.

    Spreading Emptiness
    At 1st level you can spread the hunger of your Patron to others while they are distracted. Select a creature within 60ft thats making an attack roll or saving throw, grant it disadvantage on that roll as a reaction. If they miss the attack or fail the saving throw, in addition to the effect they are weakened by hunger, dealing damage equal your Cha mod+your Warlock level and their hit point total is reduced by the same amount. This reduction lasts until they take a short or long rest that includes a meal. Once you have used this feature you cannot use it again, until you finish a short or long rest. If a creature takes damage from this Spreading Emptiness, you do not require food or drink for 24 hours.

    Cravings and Urges
    At 6th level, as an action you can infect a creature within 60ft with overwhelming Cravings. The creature must make a Wisdom save against your Warlock Spell Sav DC or be struck with Cravings and Urges for an object you designate. You and the target both must be able to see this object or substance. Even if the saving throw is unsuccessful the creature can choose to ignore these Cravings and Urges, which imposes disadvantage on all attack rolls, and uses their Concentration, as if they were concentrating on a spell.
    Creatures who fail the save can attempt to end the effect by moving within 5 feet of the object and spending 1 action to admire it. After any turn they spend 1 action admiring the object they may make another saving throw to end the effect.
    These cravings last 1 minute, or until the creature fulfills the terms of the craving . This is usable Cha mod times (min 1) and refreshes on a short rest. Creatures immune to being charmed are immune to this effect.

    Everempty

    The eternal hunger of Famine has suffused your being. At 10th level you become immune to the poisoned condition and diseases. You have resistance to poison and acid damage. You no longer need food or drink to survive.

    Everlasting Hunger
    At 14th level you can imbue a target with the full weight of Famine. When you hit a creature with an attack they take 10d10 damage, either psychic or necrotic. You may choose the damage type when you use this ability. If the target is reduced to 0 hit points by this ability, or the attack that it was part of, they instantly rise as an everhungering monster.
    If the damage was Psychic, they rise as a Wraith, with the following changes:
    • Type is Aberration, rather than Undead
    • They do not have Sunlight Sensitivity
    • They do not have the Create Specter ability

    If the damage was Necrotic they rise as a Vampire Spawn with the following changes:
    • Type is Aberration, rather than Undead
    • They do not have the Regeneration feature
    • They do not have the Vampire Weakness feature

    The creature thus raised is under the control of the Famine Warlock for 1 minute, taking their action on the Warlock's initiative. At the end of this minute, the creature becomes mindlessly hungry, attacking the nearest living creature until it is slain.
    This ability can be used once, refreshing on a long rest.

    Gnawing Hunger (new Disease)

    The creature is wracked by hunger. Every round it must make a Wisdom saving throw or use its action to make an unarmed or bite attack (if it has any) against the closest target. If successful, they gain disadvantage on their next Wisdom saving throw but advantage on their unarmed or bite attacks, as well as a stacking +d4 damage for every consecutive failed save. A successful save removes the need to save for 1 hour or until their next rest.

    NEW INVOCATIONS

    Shared Hunger
    REQUIREMENT: Famine Patron
    Once per short rest you can allow an ally within 60ft that you can see to use your Maw of Hunger as a bonus action.

    Devour Life
    REQUIREMENT: Famine Patron
    Whenever you hit a creature with your Maw of Hunger you gain temporary hit points equal to your Charisma Modifier.
    Last edited by Lvl45DM!; 2022-08-29 at 01:07 AM.
    I Am A:Neutral Good Human Bard/Sorcerer (2nd/1st Level)
    Ability Scores:
    Strength-14
    Dexterity-11
    Constitution-16
    Intelligence-16
    Wisdom-12
    Charisma-16

  5. - Top - End - #5
    Ogre in the Playground
     
    WolfInSheepsClothing

    Join Date
    Aug 2013

    Default Re: Subclass Contest XXXII: Food and Foodies

    Harvest Domain
    Gods of the Harvest are found in nearly all the major pantheons of the multiverse, and include Chauntea on Faerun, Arawai of Eberron or Berei of Oerth. While the domain holds dominion over plants and animals, these are distinct from gods of nature: gods of the harvest domain are typically aligned with order and civilization and in many ways a harvest god and a nature god find themselves in opposition. Agricultural deities approve of crops in neat rows, livestock docile and obedient, and any organisms not useful to this system are changed or removed. Harvest deities are also among those most likely to be worshiped by the working classes, those who till and toil. While a cleric of the law might easily hail from aristocratic circles, and a cleric of the forge might be a middle-classed artisan, a cleric of the harvest will often come from more humble beginnings.

    Harvest Domain Spells
    Cleric Level
    Spells
    1st Animal Friendship, Goodberry
    3rd Locate Animals or Plants, Summon Beast*
    5th Create Food and Water, Plant Growth
    7th Herbicide**, Repel Vermin**
    9th Awaken, Tree Stride
    *This spell can be found in Xanathar's Guide to Everything
    *These spells can be found later in this document


    Swords from Ploughshares
    At first level you gain proficiency with large farm tools when used as improvised weapons. This includes pitchforks, hoes, scythes, shovels and other two-handed implements of a similar size used to till the earth and harvest crops. For you, these weapons deal 1d10 slashing, bludgeoning, or piercing damage (as appropriate for the tool in question) and have the reach and two-handed properties. In addition, you can use wisdom in place of strength for the attack and damage rolls with these weapons.

    You gain one such farm tool of your choosing when you select this domain. They are commonly available, and usually cost around 2gp and weigh around 5 pounds.


    Fat and Happy
    Also starting at first level, Whenever a friendly creature within 30 feet of you would recover more hitpoints than allowed by their hitpoint maximum, that creature gains a number of temporary hitpoints equal to the amount of excess hitpoints. If a creature already has temporary hitpoints, increase those temporary hitpoints by that amount instead, up to a maximum number of temporary hitpoints equal to your cleric level plus your wisdom modifier.


    Channel Divinity: Cornucopia
    Starting at second level, you can use your channel divinity to increase the speed of a harvest. As an action, you scatter seeds to the earth, and within 60 seconds those seeds sprout, grow to full size, and bear crops. You can fill a 10-foot square of earth with small crops (such as carrots, onions or cereal grains) in this way, or grow one large fruit or nut tree. Either way, you can create 1gp worth of produce.

    Alternatively, you can touch one friendly beast as an action, and if that type of beast can normally produce eggs or milk, after 60 seconds that beast produces 1gp worth of eggs or milk.

    Food created by this feature is of the highest possible quality, and each use produces enough food to feed 12 small or medium creatures a nourishing, if simple, meal. Alternatively, it can provide fine ingredients for preparing food, such as with cook's utensils and/or the chef feat. Creatures who eat this food during a short rest recover the maximum number of hitpoints from any hit dice spent during that short rest, and from any bonus dice added to that healing. Creatures who eat this food during a long rest may recover all of their expended hit dice.


    Nutrition Boost
    Starting at 6th level, whenever a creature consumes food created by you, that creature can remove one disease, poison effect, or level of exhaustion affecting them.


    Divine Strike
    At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The extra damage is the same type dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8.

    In addition, farm implements you wield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


    Harvest's Bounty
    At 17th level and beyond, the bounty of the harvest fills you and your companions with divine vigor and wellness. At the end of a long rest, any creature that has eaten food created by you during that long rest can select one attribute: strength, constitution, dexterity, intelligence, wisdom, or charisma. That attribute increases by +2 until the end of that creature's next long rest. This ability can increase a creature's attribute score above their maximum, but not above 30. No creature can benefit from this ability more than once during a single 24-hour period.


    New Spells
    The following spells are available to clerics of the Harvest Domain and to other spellcasters as listed in their descriptions.

    Spoiler: Herbicide
    Show
    Herbicide
    4th level Evocation (Ritual)

    Casting Time: 1 action
    Range: 90 feet
    Components: V S M (salt, vinegar)
    Duration: Instantaneous
    Classes: Artificer, Sorcerer, Wizard

    You cover an area in a cloud of targeted poison, killing plants of types you specify within 30 feet of a point you choose in range. You can describe the plants chosen by species, genus, appearance or however else you choose, but this spell will only effect plants and plant creatures.

    Non-creature plants in the target area immediately wither and die. Affected trees which are large or larger leave behind their dead trunks, but smaller plants turn to dust and vanish entirely. Plant creatures in the target area take 9d6 poison damage if they pass a constitution saving throw, or half as much damage on a failed save.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the effect increases by 30 feet and the damage dealt increases by 1d6 for each slot level above 4th.
    Spoiler: Repel Vermin
    Show
    Repel Vermin
    4th level Abjuration (Ritual)

    Casting Time: 1 action
    Range: Self (10 foot radius)
    Components: V S M (pungent herbs)
    Duration: 1 Hour
    Classes: Druid, Ranger

    You protect a circular area with a 10 foot radius from unwanted beasts, the types of which you specify when you cast the spell, typically insects, rodents, and birds which might spread disease, damage crops, or consume food stores. You can describe the creatures chosen by species, genus, general behaviors or however else you choose, but this spell will only effect beasts. Creatures with a CR of 0 automatically fail their saves against this spell's effects.

    The spell has the following effects on a creature matching your description:
    • If it starts its turn within the affected area, it must pass a wisdom save or be compelled to leave the area by the fastest possible means.
    • If it attempts to to enter the affected area willingly it must pass a wisdom save, or it cannot enter the area nor attempt to do so again until the start of its next turn.
    • If it ends its turn inside the affected area, it takes 2d6 psychic damage.


    At Higher Levels:
    • When you cast this spell using a spell slot of 5th or 6th level, the duration increases to 24 hours, and the CR of creatures which automatically fail the save increases to 1/8 or lower.
    • When you cast this spell using a spell slot of 7th or 8th level, the duration increases to 30 days, and the CR of creatures which automatically fail the save increases to 1/4 or lower.
    • When you cast this spell using a spell slot of 9th level, the duration increases to a year and a day, and the CR of creatures which automatically fail the save increases to 1/2 or lower.

    Last edited by Damon_Tor; 2022-09-10 at 10:54 AM.

  6. - Top - End - #6
    Dwarf in the Playground
     
    HalflingPirate

    Join Date
    Feb 2015

    Default Re: Subclass Contest XXXII: Food and Foodies

    Bardic College of Culinary Arts


    Food is a central pillar of mortal culture, and none know this better than the bards of the Culinary Arts College. Whether formally trained at cooking academies, heirs to ancient family recipes, or hard-working innkeepers' apprentices, these magicians of the kitchen often join adventuring parties to serve as cooks and quartermasters while honing their craft and adding exotic new dishes to their repertoire.

    Bonus Proficiencies
    At 3rd level, you gain proficiency with Cook's Utensils, and two languages of your choice. You may make a Charisma (Cook's Utensils) check in place of a Charisma (Performance) check to entertain others, either by preparing a meal or by sharing food that has already been prepared. When entertaining diners who speak a language other than Common that you know, gain Advantage on the check.
    Your proficiency with cookery and knowledge of ingredients also allows you to apply your proficiency with Cook's Utensils to some tasks that might otherwise be considered Survival or knowledge of Nature lore. You may use an Intelligence (Cook's Utensils) check to forage edible ingredients, or to recall knowledge about the properties of potential ingredients.

    Inspired Recipes
    Also at 3rd level, you find ways to deliver your bardic inspiration via your cooking. At the end of a short or long rest, you may give any creature(s) who consumed food or drink during the rest one of your Bardic Inspiration dice. The food or drink must have been prepared by you. Optionally, you may specify whether your recipe (and the subsequent inspiration) was intended to inspire Attack Rolls, Saving Throws, or Ability Checks. If you specify an intention, the Inspiration may only be used for the specified purpose, but recipients may roll twice when they use the Inspiration, taking the higher result.
    In contrast to most Bardic Inspiration (which lasts for 10 minutes) dice granted via Inspired Recipes may be held until finishing a short or long rest, as the inspiration takes time to fully digest.

    Yes, Chef!
    By 6th Level, you have the art of managing chaos - whether in the kitchen or a battlefield - down to a science. As an action or a bonus action, you may shout a quick order to another creature. If they can hear and understand you, that creature may use their reaction to Dash, Dodge, Help, or make a single weapon attack. Your commanding ways have their limits, however. You may use this feature a number of times equal to your Charisma bonus, regaining all uses after finishing a short or long rest.

    A Worthy Feast
    At Level 14, you learn the Heroes' Feast spell (PHB page 250). Optionally, you may spend 12 hours preparing the Feast from scratch (as opposed to summoning it instantly). Preparing a Heroes' Feast from scratch does not expend a spell slot, nor does it require costly material components other than ingredients costing 10gp per guest. The effects of Feasts that you prepare from scratch last an additional number of hours equal to 4d6 plus your proficiency with Cook's Utensils.
    Last edited by Notafish; 2022-09-10 at 08:12 PM.

  7. - Top - End - #7
    Ettin in the Playground
     
    nickl_2000's Avatar

    Join Date
    Mar 2017
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    Male

    Default Re: Subclass Contest XXXII: Food and Foodies

    Cleric: Cooking Domain

    Clerics of the cooking domain see eating and feeding others as more than just a need to keep the body and mind going, it is a religious experience. Most cooking domain clerics despise the Goodberry spell and goodberries in general. Sure they sustain the body, but where is the soul in the food, where is the creativity, where is the enjoyment? A real body needs real food to truly thrive.

    Cooking Domain Spells:
    Cleric Level
    Spell
    1st
    Detect poison and disease, Purify food and drink
    3rd
    Locate Animals and Plants, Protection from Poison
    5th
    Catnap, Create food and water
    7th
    Aura of Purity, Locate Creature
    9th
    Creation, Commune with Nature


    Cooking Magic
    You are an expert in cooking, you believe many problems can be solved through the proper application and creation of food. As such, at level 1, you gain proficiency and expertise in Cook’s Tools. Additionally you learn the Prestidigitation and Create Bonfire cantrips, these count as cleric cantrips for you and do not count against your total cantrips known..


    Divine Snack
    Additionally at level 1, You learn the ability to imbue the divine protection of the gods into the food you prepare. At the end of a long rest you prepare up to your proficiency modifier in quick meals. Anyone can spend an action to consume these quick meals. Once consumed, for the next minute, the creature is immune to fear, gains advantage on any charm saves, and gains an additional 1d4 on any saves.

    Once a meal has been consumed, they are unable to do so again until they complete a short rest.


    Channel Divinity: Charming Cuisine
    Starting at 2nd level, you can use your Channel Divinity to enchant food. As an action, you can present your holy symbol over a meal. Within the next 10 minutes, any creature that consumes that food must make a wisdom saving throw. If it fails the saving throw, it is charmed by you for the next 10 minutes or until you or your companions do anything harmful to it. The charmed creature is friendly to you.


    Channel Divinity: Frightening Fare
    Additionally at 2nd level, you can use your Channel Divinity to enchant food. As an action, you can present your holy symbol over a meal. Within the next 10 minutes, any creature that consumes that food must make a wisdom saving throw. If it fails the saving throw, it is frightened of you for the next 10 minutes. If, at the end of a creatures turn, it cannot see you it re-attempts the saving throw, ending the effect on success.


    Channel Divinity: Hearty Meal
    At 6th level, you can use your Channel Divinity to bolster your allies. As an action, you can present your holy symbol over a meal. Any creature consuming that meal in the next 10 minutes gains increases their current and maximum hit points by 1d4 + your cleric level. This increase lasts until the start of your next longer or short rest.


    Summon Hearth
    Additionally at level 6, at the start of a long or short rest, you gain the ability to summon a hearth, cookstove, and cooking materials. This allows you to cook food for yourself and allies. At the end of your rest, the summoned items disappear.


    Potent Spellcasting
    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


    Nourishing Sustenance
    When a creature consumes one of your divine snacks they get additional bonuses. The effects of the ability last for 10 minutes instead of 1 per the first level ability. Additionally, you are warded from death as per the Death Ward spell. This does not require concentration.
    Last edited by nickl_2000; 2022-08-22 at 12:56 PM.
    Pronouns he/him/his
    Spoiler: 5e Subclass Contest Wins
    Show

    ● IV-Pinball Wizard
    ● VI-Luchador Bard
    ● XIII-Rogue, Tavern Wench
    ● XV-Monk, Way of the Shrine Guardian
    ● XVI-Cleric, Madness Domain
    ● XVIII-Fighter, Chef
    ● XXI-Artificer, Battling Bowman
    ● XXV-Ley Line Sorcerer

  8. - Top - End - #8
    Bugbear in the Playground
    Join Date
    Apr 2011
    Location
    Minnesota
    Gender
    Male

    Default Re: Subclass Contest XXXII: Food and Foodies

    Path of the Cannibal

    A lizardfolk-only barbarian subclass.

    Most of the subclass features enhance or otherwise interact with lizardfolk racial features. Those features are spoilered here for convenience:
    Spoiler: Lizardfolk features
    Show
    Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.
    Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
    Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
    Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
    Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
    Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
    Hold Breath. You can hold your breath for up to 15 minutes at a time.
    Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
    Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
    Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
    Languages. You can speak, read, and write Common and Draconic.

    Barbarians seem to be members of more "advanced" races who returned to their savage roots. Lizardfolk never left those roots, but the fury of the barbarian does not seem to lend itself well to their cold-blooded, reptilian mindset. Some lizardfolk warriors, however, embrace the feral hunger of their kind in a way that even normal barbarians would find terrifying. They have taken the Path of the Cannibal.

    Iron Scales
    Beginning at third level when you select this subclass, your dietary habits make you even tougher. You can calculate your armor class according to your natural armor racial feature, your unarmored defense feature, or as 13 + your constitution modifier from this feature, with the option to use a shield as well.

    Savage Hunger
    Also at third level, when you use your Hungry Jaws racial ability, you add your barbarian level to the number of temporary hitpoints you gain. You add double your rage damage to bite attacks when raging.

    Macabre Artisan
    Begining at sixth level, you add humanoid to the list of creatures you can use to fashion items from your cunning artisan racial feature, and add spears, pikes, greatclubs, and 1d4 arrows to the items you can craft from corpses. Additionally, if you use a weapon fashioned from parts of a creature on another creature of that same species, it gains a +1 bonus to attack and damage rolls, unless that creature is immune to fear. Likewise, a shield grants an additional +1 AC against attack rolls by creatures of the type it was crafted from, unless that creature is immune to fear. You can also gather a week's rations from a medium sized humanoid, or three day's rations from a small humanoid. The bonuses from this feature do not work for creatures other than you and are not magical but do overcome damage resistance or immunity as if they were magic, and do not stack with magical bonuses.

    Flesh Seeker
    Also at sixth level, you have advantage on Survival and Investigation checks to track a creature if you've eaten members of its species before, and on Nature and History checks to recall facts about them. This feature includes creatures struck by your Hungry Jaws feature.

    Bottomless Gullet
    Beginning at tenth level, if you make a meal out of a humanoid of medium size or larger, or two humanoids of small size, you can gain the benefits of a long rest on a short rest. This consumes all the available flesh, so you cannot also harvest rations from them, but you can still fashion a shield or weapons from them. Once you have used this feature, you must take an actual long rest before you can use it again.

    Feeding Frenzy
    Beginning at 14th level, whenever you use your action to attack during a rage, you may use your bite attack as a bonus action, and also as part of the bonus action to enter a rage. When you enter a rage, you regain a use of Hungry Jaws.

    Master Macabre Artisan
    Also at 14th level, the bonus from Macabre Artisan increases to +2, and you can incorporate two corpses into the creation of an item so that it can gain the bonus from Macabre Artisan against two different species.
    Last edited by sengmeng; 2022-09-17 at 09:25 AM.

  9. - Top - End - #9
    Dwarf in the Playground
     
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    Default Re: Subclass Contest XXXII: Food and Foodies

    Fighter: Drinker of Life

    Necrotic Strike

    Beginning at level 3, you can channel your necrotic energy into your weapon attacks. When you make a weapon attack, you may choose to deal necrotic damage, to use your constitution modifier for the attack and damage rolls, or both.


    Draining Strike

    Also beginning at level 3, you can drain the energy out of enemies, those affected by the fear that pervades you most of all. At the end of your turn, you may choose to regain hit points equal to half of the necrotic damage you dealt this turn. You may use this a number of times equal to your proficiency bonus, and you regain all uses on a long rest. When you take the attack action, with all attacks targeting any frightened creature, you may use draining strike once without expending a use of it. You must wait one minute until you can do this again.


    Dementor's Fear

    Beginning at level 7, you can channel your dread energy to cause fear in your prey. As a bonus action, you may release a focused dart of fear at a creature you have hit with a weapon attack this turn. That creature must succeed on a DC 8 + your Con mod + your proficiency bonus Wisdom saving throw or be frightened of you for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. You can use this ability a number of times equal to half your proficiency bonus, and you regain all uses on a short or long rest.


    Blood Frenzy

    Also starting at level 7, your lust for blood brings you closer to the death of your weakened prey. When you take the attack action, and all the attacks you make are at advantage or against a frightened creature, you may forgo all of the advantage to make an additional attack as part of that action. You needn't forgo anything to gain this benefit on a frightened creature.


    Rebuke of Blood

    At level 10, you are able to buffer yourself immediately. As a reaction, when you take damage that is not radiant damage, you may expend a number of hit dice up to your constitution modifier, roll them, and add your constitution modifier x your proficiency bonus. You gain this many temporary hit points, which block any incoming damage. You may use this ability once, and you must finish a short or long rest before you may do it again. Any creature that damages you while you have these temporary hit points takes damage equal to the half the damage they have dealt.


    Death Throes

    At level 10, your death brings disaster for any who harm you. When you die, you explode in a burst of dreadful energy. Each creature within 30 ft. of you must make a DC your Con + 8 + your proficiency bonus saving throw, taking your Con x your level necrotic damage on a failed save, or half as much damage on a successful one.


    Survival of the Fittest

    At level 15, you never go down. When you fall to zero hit points, you may expend a hit dice to instead fall to one hit point.

    Paralyzing Fear

    Starting at 15th level, your dementor's fear paralyzes the frightened feature, as their fear stops them doing anything but trying to resist the terror.

    Dementor's Touch

    Starting at level 18, you may touch a creature to inflict a dread wound on it's mind. As an action, you may make a melee attack against one creature within 5 ft of you. The attack roll automatically succeeds if the target is incapacitated. If the attack hits, you gain temporary hit points equal to half your Con score (rounded down) x your proficiency bonus, and the creature takes that much psychic damage. You can't use this feature again until you finish a long rest, unless you expend 3 uses of Draining strike to do so again

    Somebody call an ambulance, but not for me! (A working title)

    Beginning at 18th level, you stop aging, in addition, you cannot die, but simply remain unconscious for 30 days when you would die, regaining all hit points and returning to life at the end of this period at any age you wish, appearing as you did at that age. No means short of a wish spell can prevent this, and a wish spell merely sends you, with all of your class levels and features, to the outer plane of your choice, appearing in a random location on that plane.
    Last edited by Psyche; 2022-09-18 at 08:22 AM.

  10. - Top - End - #10
    Orc in the Playground
     
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    Default Re: Subclass Contest XXXII: Food and Foodies

    Druid: Witch Doctor

    The wheel of life teaches that only from death can new life be born. Therefore it is life itself that demands that nothing be wasted, and that one's prey be celebrated in the best possible way: by eating them!
    Witch doctors follow this doctrine, blending their magical and culinary arts in a perfect creamed pathé, with a hint of cannibalism.
    Salt as needed.
    If you choose to follow your belly and sit at this table, you will learn how to butcher, cook and finally eat your prey to replicate their powers, and share them with your fellow adventurers.
    Because nobody should ever go on an adventure on an empty stomach!




    Bonus Cantrip

    When you choose this circle at 2nd level, you learn the create bonfire cantrip. This cantrip doesn’t count against the number of druid cantrips you know.

    Circle Spells

    Your mystical culinary art infuses you with the ability to cast certain spells. You learn the goodberry and purify food and drink spells. Also, at 3rd, 5th, 7th and 9th level you gain access to additional circle spells, as shown in the Circle Spells table.

    Circle Spells
    1st Goodberry, Purify Food and Drink
    3rd Protection from Poison, Icebox*
    5th Create Food and Water, Vampiric Touch
    7th Vitriolic Sphere, Speedy Courier
    9th Immolation, Alchemical Cooking*

    *See below for these two hombrewed spells.

    Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

    Culinary Art

    Beginning at 2nd level you gain proficiency in Cook's Utensils and you learn how to cook magical meals using ingredients butchered directly from your preys.

    Butchering

    Using 1 minute of your time you can butcher up to three ingredients from a creature's corpse. The creature cannot be of the construct, elemental, ooze, or undead type, and, at the DM's discretion, must have sufficient edible parts. You can have a number of ingredients up to your Wisdom modifier + your druid level (minimum of one ingredient).

    Cooking

    At the end of a short or long rest you can cook and eat up to two magical meals, spending an ingredient and a use of wildshape each. You gain a Skill plus a Resistance, a Trait or a non-lair Action, chosen from the stablocks of the creatures that have been butchered for the ingredients, following the rules below.

    • You use your Ability Scores, spellcasting ability and proficiency bonus.
    • You cannot choose the same Trait more than once at the same time.
    • You cannot choose and gain more than one Resistance with this feature.
    • If you choose a damage Immunity, you gain Resistance on the same damage type instead.
    • If you choose an Action or Trait that refers to one or more other Actions or Traits, it acts as if you know all of them.
    • Change any die depending on the size differences between you and the creature. If the creature's size was smaller, increase the die size for each size difference, decrease it if it was larger.
    • To cast a spell of a Spellcasting Trait you must use the spell slots provided by your own class features. This doesn't apply to Innate Spellcasting.
    • You must be at least 5th level to gain the Multiattack Action. If it allows you to make more than two attacks, you must choose two.
    • The Regeneration Trait can restore a total number of hit points equal to your druid level x 5.
    • To use a legendary Action you must spend your reaction and its cost in legendary actions. When you choose it, you gain a number of legendary actions equal to half your druid level (rounded up) + your proficiency bonus. You don't recover them at the beginning of your turns.
    • If the creature needed a weapon, a tool or an environmental condition, you also need one of the appropriate size. You are proficient with it if the creature was.

    You cannot regain the use of wildshape spent this way until you are under the effect of its meal. The effect lasts until you take a long rest, you decide to stop it with an action, or you replace it by eating another meal.

    Intoxication

    When you eat a meal made from a powerful prey, you risk getting intoxicated of its malevolent energies. If the CR of the creature was higher than your druid level, make a Constitution saving throw against a CD equal to 8 + the difference between its CR and your druid level. On a failed save, you suffer one level of exhaustion.

    Balancing Issues and DM’s Intervention
    The witch doctor can face and butcher a very high variety of different creatures. For this reason, the rules shown in the Culinary Art feature and the Intoxication mechanic may not be enough to avoid balance issues.
    The DM may have to tweak or even prevent some choices, in order to prevent the player from becoming invulnerable, infallible, too harmful, or in some way eclipsing the roles of its fellow adventurers.
    Some ways to tweak a choice can be the following:

    • Reduce the maximum number of ingredients that can be butchered from a prey.
    • Increase the CD of the Intoxication saving throw.
    • Add the use of an action or reaction.
    • Limit the number of uses or add a Recharge X-Y limitation.
    • Add saving throws or ability checks.
    • Reduce damage, range or area-of-effect.

    The DM may also decide that the player’s choice leaves enough room for something extra and may allow for an additional bonus Trait, such as Keen Senses or Echolocation.

    Sharing Gluttony

    Starting at 6th level, you can feed your hunting companions with your magical treats. You can now share a portion of one of your meals to a friendly humanoid. It gains a Skill plus a Trait or a non-lair Action (but not a Resistance) of its choice from the stablocks of the original creature, following the same rules of your Culinary Art feature. The rules always refer to the eater unless they explicitly refer to your druid class or subclass.

    If you try to feed another creature, the effects on the first one wear off.

    Reading Offal

    Also from 6th level, while you are butchering a prey, you can cast the augury spell as ritual.

    Exquisite Cuisine

    Starting from 10th level, when you cast create food and water, the food you create is of excellent quality and you can produce any kind of non-magical drink. You have advantage on all Charisma checks directed at any friendly creature that consumes a full meal made by you this way. The effect lasts for an hour or as long the creature is friendly.

    Tribal Feast

    Finally at 14th level, you learn to prepare sumptuous magical banquets. From now on the first meal you cook using your Culinary Art feature doesn't cost you a use of wildshape, and you can now cook and eat up to three of them.

    Additionally, you can now share a portion of your meals to an additional friendly humanoid when you use your Sharing Gluttony feature.

    Original Spells

    Icebox

    2nd level transmutation

    Casting Time: 1 action
    Range: Touch
    Target: A crate and all its contents
    Components: V S M (A robust wooden crate, 3 feet each side, insulated with wool, worth 50 gp)
    Duration: 1 week
    Classes: Circle of the Witch Doctor, Artificer, Wizard

    You touch a crate to generate the perfect conditions for storing food inside. The crate can contain up to 25 cubic feet of nonliving material.
    Once closed, you can then use your action and touch the crate to reduce its size to a tiny box no heavier than a stone, or to restore it to its original dimension.
    Casting this spell on the same crate every week for a year makes this effect permanent. This effect ends if you cast this spell on another crate, or if you choose to end it as an action.

    Alchemical Cooking

    5th level transmutation

    Casting Time: 1 action
    Range: touch (a magical meal)
    Components: S M (a handful of exotic spices worth 25 gp x the CR of the desired prey, which the spell consumes)
    Duration: Instantaneous
    Classes: Circle of the Witch Doctor

    While cooking a magical meal, you transmute it into another meal you have cooked in the past. To do so, the starting meal must have been made with an ingredient butchered from a prey with a CR not lower than that of the original creature of the desired meal.

    Original Feats

    Guts of Iron

    Prerequisite: Constitution 13 or higher, Circle of the Witch Doctor

    Your guts have undergone enough training to give you the following benefits:

    • You gain advantage on the Constitution saving throws to resist being Intoxicated when you eat a magical meal.
    • You gain advantage on saving throws to resist being poisoned by food.
    Last edited by Old Harry MTX; 2022-09-17 at 02:49 AM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    ElfWarriorGuy

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    Default Re: Subclass Contest XXXII: Food and Foodies

    Sorcerous Origin: Sanguine Sorcery

    Vampires are undead creatures of the night that stalk their living prey in endless hunger for its blood. Sometimes, when a woman pregnant with a baby destined to possess arcane powers survives such an attack, the taint carried in vampire's saliva and responsible for corpses arising as vampire spawn finds its way into the baby's blood, warping their heritage in subtle ways. Other children with similar powers are sometimes born if a vampire is so full of blood of the living that it starts to regain temporarily some of the bodily function it possessed in life - and uses it to conceive a child with a mortal. Either way, a child has the spark of power within their blood, but when it manifests, it does so in unusual and disturbing ways.

    The taint permeating your very being may have an effect on your physical presence. At your option, you can pick from or roll on the Sanguine Sorcerer Quirks table to create a quirk for your character.
    Sanguine Sorcerer Quirks
    d6 Quirk
    1 You cast no shadows, and your reflection in mirrors is always blurred or warped in some way.
    2 Rats, bats and wolves are unusually friendly towards you.
    3 Your skin is pale beyond what is normal for your race.
    4 You have red eyes, and they glow in the dark sometimes
    5 Your skin is sensitive to direct sunlight.
    6 Your fangs are sharper and thinner than those normally possessed by a representative of your race.

    Sanguine Sorcery Features
    Sorcerer level Feature
    1st Blood Magic, Blood Ward, Nightstalker's Sight
    3rd Font of Lifeforce, Blood Memory
    6th Blood Drain
    14th Durable Casting
    18th Mist Form

    Blood Ward
    Starting at 1st level, you can draw on your lifeforce to form a protective ward around you. As a bonus action, you can draw your blood with a sharp object at hand and expend a number of hit dice up to half your level in this class, rounded up. You suffer a loss of hit points equal to twice the number of hit dice expended and gain temporary hit points equal to total value rolled including your Constitution modifier. The wound closes immediately after you draw blood and doesn't leave a scar, and if you're concentrating on a spell, activating Blood Ward doesn't force you to make a Constitution saving throw to maintain concentration. Temporary hit points gained this way disappear when you finish a long rest.

    Blood Magic
    You learn additional spells when you reach certain levels in this class, as shown on the following table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
    Sorcerer level Spells
    1st inflict wounds, primal savagery, thorn whip
    3rd shadow blade
    5th vampiric touch
    7th death ward
    9th contagion

    Nightstalker's Sight
    Also, starting at 1st level, you have darkvision with a range of 120 feet. When you reach 2nd level in this class, you gain the ability to expend 1 sorcery point as a bonus action to gain the ability to see in magical darkness for 1 minute.

    Font of Lifeforce
    Starting at 3rd level, you can enhance your innate wellspring of magic with your lifeforce. Whenever you have your Blood Ward active and expend sorcery points, you can instead expend 5 temporary hit points from your Blood Ward for every sorcery point required.
    You expend either sorcery points or temporary hit points from Blood Ward to accomplish a single task, be it applying Metamagic to a spell, creating a spell slot or fueling any other Sorcerer class feature. You cannot split sorcery point cost between actual sorcery points and temporary hit points from Blood Ward.
    Additionally, when you cast any spell of 1st level or higher from your Blood Magic feature, you can cast it by expending a spell slot as normal or by expending a number of sorcery points equal to the spell's level.

    Blood Memory
    Starting at 3rd level, you can expend 2 sorcery points, taste fresh blood of a living creature other than yourself (a corpse of a living creature is eligible, as long as its death has happened no more than 24 hours ago) and spend next 1 minute in uninterrupted contemplation (if you move or take any action, bonus action or reaction, the process is interrupted, and the sorcery points are wasted). After that, you may recall a number of memories equal to your Charisma modifier belonging to the creature whose blood it is (the DM chooses what memories you can recall, though they're always related to something important to the creature in question). Repeated use of this feature on blood taken from the same creature within a year from the first use doesn't yield any more memories. Using this feature on blood taken from a creature vastly different from yourself such as an aberration might have adverse effects on your mind (at the DM's discretion).

    Blood Drain
    Starting at 6th level, you can drain blood from hapless creatures you attack with your unearthly magic. When you hit a creature that has blood (undead and constructs typically don't have blood and are thus ineligible for this feature) with a melee attack and deal damage, you may heal yourself for half damage dealt (this stacks with similar effects like that of vampiric touch spell). The attack in question can be weapon or spell attack, but must be made as a result of casting a sorcerer spell: the spell should either directly call for an attack (e.g. inflict wounds or booming blade) or allow you to make attacks as part of its effect (e.g. vampiric touch or shadow blade). You can use this feature a number of times up to your Constitution modifier (minimum 1). You regain all expended uses of this feature when you finish a long rest.

    Durable Casting
    Starting at 14th level, if you're proficient in Constitution saving throws, your add twice your proficiency bonus instead of once to your Constitution saving throws made to maintain concentration on spells. Otherwise, you're considered proficient in Constitution saving throws made to maintain concentration on spells.
    Additionally, you may concentrate on two spells you cast yourself at once. At the end of your turn, if you're concentrating on two spells, you must expend a sorcery point or relinquish concentration on one of the spells. You can voluntarily relinquish concentration on either spell at any time on your turn.
    If you have to make a saving throw to maintain your concentration while using this feature, it's made with disadvantage. If you fail, you lose concentration on both spells.

    Mist Form
    Starting at 18th level, you can disperse into fine mist with all your equipment as an action. While in mist form, you can't take any actions, speak, manipulate objects, concentrate on spells or be targeted by any spell or attack. You're weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, but you can't pass through water. You succeed on all Strength, Dexterity and Constitution saving throws automatically, and you're immune to all nonmagical bludgeoning, piercing and slashing damage. If you end your turn in a space occupied by a creature, you may deal 3d10 necrotic damage to it, and you can use your Blood Drain feature on this damage even though it isn't an attack. You can remain in this form for 1 minute, and you can dismiss it at any time during your turn (no action required).
    You may use this feature as a reaction to having your hit points reduced to 0. If you use this feature as a reaction or are reduced to 0 hit points while in mist form, you remain conscious and able to move, though you still have to make death saving throws. If you die, the effect ends immediately.
    If you revert to you normal form where there isn't enough space to house it, you are ejected to the nearest point where there is enough space and suffer 1d6 force damage for every 5 feet travelled this way.
    Once you have used this feature, you can't use it until you finish a long rest unless you expend 7 sorcery points.

    Spoiler: Changelog
    Show
    11.09.2022
    • Tidied up wording of Blood Drain;
    • Nerfed healing received from Mist Form.
    18.09.2022
    • Rebalanced Blood Ward and Font of Lifeforce a bit: now activating Blood Ward is more costly, but hit dice rolled include Con modifier explicitly;
    • Also, ditched the table for Font of Lifeforce: now it's plain 5 THP for every sorcery point;
    • Folded healing from Mist Form into Blood Drain (which takes care of the bag of rats issue).

    Also a remark: I'm aware sorcerers don't get an origin feature at 3rd level, but... Those two would be too early to give at level 1 and too late at level 6, and I fail to see a more elegant way to implement it.
    Last edited by Ilerien; 2022-09-18 at 02:42 PM.
    My homebrew. Feel free to use!


  12. - Top - End - #12
    Dwarf in the Playground
     
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    Default Re: Subclass Contest XXXII: Food and Foodies

    Closing this thread: Link to the new one is here: https://forums.giantitp.com/showthre...4#post25584734

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