Cooking Rules and Recipes
How to cook a meal
Step 1.
When getting ready to cook a meal as an artisan, the first step
is to decide on what you want to cook and ensuring you have
the ingredients required for the meal. On the next page you
will find a list of tables with meal names, ingredients, the DC
required to cook the meal, and the boon they grant.
The ingredients themselves should be easy to obtain. They
might find them near the campsite as part of preparing the
meal or be able to purchase them in town for under 1 sp for a
portion large enough to prepare a meal for a party of four.
Step 2.
There are multiple steps in creating a meal; deciding on the
recipe/what to cook, gathering ingredients, preparing the
ingredients, cooking the meal, plating it properly.
Choose three of the steps from the list above and one of the
six main ability scores for each step. You cannot use the same
ability score on different steps. Then describe how you use
that ability score for the step you chose and make an ability
score check. The DM may impose disadvantage on the check
if the description is wildly improbable to work or not allow
the roll.
Cooking Utensils
A creature that has cooking utensils and is
proficient with them, can add their proficiency
bonus to one of the three ability score checks.
Step 3.
Once the player has made their three checks, take the
average of the checks and compare them to the DC of the
meal they are attempting to make.
On a successful check the meal counts as a days ration for
any who eat it and they gain the boon the meal provides. If
the artisan succeeds by 4 or more, roll once on the daily skill
list. If they succeed by 8 or more, roll twice on the daily skill
list.
On a failed check it becomes a bland meal and counts as 1
days ration. If the artisan fails the check by 5 or more, it does
not count as a ration and any creature who eats the meal
must make a DC 10 Constitution saving throw or become
poisoned for 1 hour.
Cooking higher ranked meals
More recipes will become available to you as you increase
your hunter rank.
You are able to cook rank 2 meals at 5th level, rank 3 meals
at 10th level, rank 4 meals at 15th level.
Rank 1
Food
Name
Ingredients
Required DC* Boon
Cube
Steak 2x Meat 10 You can doff or don your armor
as an action.
Spicy
Sausage
1x Meat,
1x Other
(Seasoning)
10
Once per meal, you can roll a
d4 and add the number rolled
to one ability check of your
choice. You can roll the die
before or after making the
ability check.
Wild
Bacon
1x Meat,
1x Other
(Oil)
10 Your walking speed is
increased by 5 feet.
Hardtack 2x Grain 10 Reduces the casting time of
rituals by half.
Snake
Salmon
1x Fish, 1x
Meat 10
You have advantage on
Wisdom (Athletics) checks to
catch fish.
Snowy
Rice
2x Other
(Seasoning,
Grain)
10
While holding your weapon in
darkness it sheds moonlight,
creating bright light in a 15-
foot radius and dim light for an
additional 15 feet.
Tuna
Head 1x Fish 10 Your swim speed is increased
by 5 feet.
Food
Name
Ingredients
Required DC* Boon
Fruity
Jam
1x Other
(Fruit) 10
You have advantage on
Dexterity (Sleight of Hand)
checks to catch insects.
Northern
Orange
1 Other
(Fruit) 10 Your passive Perception is
increased by 1.
Mild
Herbs
2x Other
(Veggie) 10
Once per meal, you can roll a
d4 and add the number rolled
to one saving throw of your
choice. You can roll the die
before or after making the
saving throw.
Sliced
Cactus
1x Other
(Veggie) 10
As a bonus action, you can
make a DC 15 Dexterity
(Acrobatics) check. If you
succeed, difficult terrain
doesn't cost you extra
movement until the end of the
current turn.
Spotted
Onion
2x Other
(Veggie) 10 You have blindsight out to a
range of 5 feet.
Young
Potato
1x Other
(Veggie) 10
If you do not expend any hit die
on a short rest, you regain one
instead.
Aged
Cheese
1x Other
(Milk) 10
You count as if you were one
size larger for the purpose of
determining your carrying
capacity.
Carefree
Yogurt
1x Other
(Milk) 10 You gain the same benefits as if
you drank a cool drink.
Furahiya
Cola
1x Other
(Drink) 10 You gain the same benefits as if
you drank a hot drink.
*DC is increased by 1 for each serving over 4
Rank 2
Food Name
Ingredients
Required DC* Boon
Great
Mutton Meat 13
You gain the same benefits
as if you had the Athlete feat,
but it does not increase your
ability score.
Juicy Rib
Roast Meat 13
You gain the same benefits
as if you had the Actor feat,
but it does not increase your
ability score.
Curved
Shrimp Fish 13 You can breathe underwater.
Spiky
Blowfish Fish 13 Ranged weapons can be fired
underwater at no penalty.
Frozen
Apples Fruit 13 Your passive Perception is
increased by 2.
Meatwagon Meat 13
You can sense the presence
and location of poisons,
poisonous creatures, and
diseases within 30 feet of
you.
43
Rank 2 Cont.
Food
Name
Ingredients
Required DC* Boon
Panish Drink 13
Once per meal, when you fail
a carve check, you can reroll
the d20 and take the new roll.
Tasty Rice Bran 13
You gain the same benefits as
if you had the Keen Mind feat,
but you can only recall
anything you have seen or
heard since your last meal.
Horseshoe
Crab Fish 13 Your walking speed is
increased by 10 feet.
Cudgel
Onion Veggie 13
Your life signs become
imperceptible by nonmagical
means
Spicy
Carrots Veggie 13
When you take the dodge
action on your turn, until the
start of your next turn, any
damage you take is reduced
by an amount equal to your
Dexterity modifier.
Western
Parsley Veggie 13
You have advantage on
Strength (Athletic) checks to
catch mine ore.
Buffalo
Butter Milk 13
Once per meal, you may
ignore the verbal and/or
somatic components of a
spell you are casting.
Chili
Cheese Milk 13
When you would take fall
damage, you reduce the
damage you take by your
proficiency bonus.
Rare
Onion Veggie 14
You can use a bonus action to
conjure two earplugs in the
shape of your choice. While
using these earplugs, you are
considered deafened. You can
dispel the ear plugs as a
bonus action ending the
deafened effect.
*DC is increased by 2 for each serving over 4
Rank 3
Food
Name
Ingredients
Required DC* Boon
Dragon
Foot Meat 14
You can understand any spoken
language you hear, but you
cannot speak it.
Gator
Ribmeat Meat 14
You ignore difficult terrain if it
was not created by a magical
effect.
Burning
Mango Fruit 14 Your passive Perception is
increased by 3.
Queen
Shrimp Fish 14 You have darkvision out to 60
feet for 24 hours.
Food
Name
Ingredients
Required DC* Boon
Princess
Pork Meat 14
A single creature that eats
this meal gains the same
benefits as if they had the
Inspiring Leader feat.
Ancient
Beans Bran 14
You gain the same benefits as
if you had the Tavern Brawler
feat, but it does not increase
your ability score.
Kokoto
Rice Bran 14
You automatically succeed on
all Strength (Athletics) checks
when mining.
Megabagel Bran 14 You have advantage on all
carve checks.
King Squid Fish 14
You have advantage on ability
checks made to resist being
grappled.
Pink
Caviar Fish 14
You can breath underwater
and you have a swim speed of
60 feet.
Lifejam Fruit 14
Once per meal, when you
must make a saving throw,
you can choose to do so with
advantage.
Cannon
Lettuce Veggie 14
If your Dexterity score is over
15, you have advantage on
Initiative rolls.
Scented
Celery Veggie 14
A single creature that eats
this meal gains the ability to
cast the earthbind spell once
within the next 8 hours and
they do not have to
concentrate on the spell. The
spell save DC is 15 or their
spellcasting save DC
whichever is higher.
Royale
Cheese Milk 14
You gain the same benefits as
if you had the Dungeon
Delver feat.
*DC is increased by 2 for each serving over 4
Rank 4
Food
Name
Ingredients
Required DC* Boon
Bigmeat Meat 16
Once per meal, you can use your
action to teleport yourself back
to the location where you ate
this meal, so long as it is within
1 mile of where you are at.
Dragon
Head Meat 16
You can speak telepathically
with any creature who ate this
meal so long as they are within
60 feet of you.
1000-
Year
Crab
Fish 16
Once per meal, when you miss
with a melee weapon attack, you
can choose to hit instead.
44
Daily skills
If the skill doesn't specify a duration, the effect lasts for 24 hours, until you finish a long rest, or until you eat another meal. When
you roll on the daily skill list below, roll a 1d20 plus 1d6 - 1.
Food
Name
Ingredients
Required DC* Boon
Dragon
Tail Meat 16
When you would take fall
damage, you reduce the
damage you take by half your
character level.
King
Turkey Meat 16 You gain a flying speed of 30
feet.
Gold Rice Bran 16
You have advantage on saving
throws against the poisoned
condition.
Heaven
Bread Bran 16
Once per meal, you can use a
bonus action to regenerate a
number of hit points equal to
10 + your character level.
Soul
Beans Bran 16
You are able to find the most
direct physical route to a
specific fixed location that you
are familiar with on the same
plane of existence.
Crimson
Seabream Fish 16
Once per meal, As an action,
you can cast the misty step
spell, without using a spell slot
or any components.
Food Name
Ingredients
Required DC* Boon
Hairy Tuna Fish 16
Once per meal, You can
add a d10 roll to any
ability check, attack roll,
or saving throw you
make.
Emerald
Durian Fruit 16 Your passive Perception
is increased by 4.
Demonshroom Veggie 16
You have advantage on
Constitution saving
throws.
Fatty Tomato Veggie 16
Once per meal, when you
take damage from any
source, you can reduce
that damage to 0.
King Truffle Veggie 16 Roll for a daily skill.
Kirin Cheese Milk 16 You gain inspiration.
Goldenfish
Brew Drink 16
Dim light doesn’t impose
disadvantage on your
Wisdom (Perception)
checks relying on sight.
*DC is increased by 2 for each serving over 4
If the skill doesn't specify a duration, the effect lasts for 24 hours, until you finish a long rest, or until you eat another meal. When
you roll on the daily skill list below, roll a 1d20 plus 1d6 - 1.
1. Felyne Cliffhanger. You have a climbing speed of 20 feet.
2. Felyne Swimmer. Your swim speed is increased by 15
feet.
3. Felyne Fur Coating. You take half as much damage from
environmental hazards and blight effects.
4. Felyne Gatherer (Lo). Increase the number of resources
you can gain on a hunt by 2.
5. Felyne Backer. Prevents being knocked prone when
transporting items.
6. Felyne Provoker. When a creature within 5 feet of you is
hit by a melee weapon attack, you can use your reaction to
redirect the damage to you.
7. Felyne Researcher. You are able to immediately identify
any materials effects as soon as you touch them. Additionally
you can add both your wisdom and intelligence ability
modifiers to any one history or nature check.
8. Felyne Escape Artist. You have advantage on Strength
(Athletics) and Dexterity (Acrobatics) checks when
attempting to escape from a creature or object that has you
grappled or restrained.
9. Felyne Insurance. The first time you or an ally drops to 0
hit points on the hunt, they instead drop to 1 hit point.
10. Felyne Crafter. You have a +2 bonus to crafting checks.
11. Felyne Medic. Health recovery items add 1 extra die.
12. Felyne Fisher. You have advantage on skill checks when
fishing.
13. Felyne Sprinter. When you take the dash action, you can
move an extra 10 feet.
14. Felyne Gatherer (Hi). Double the amount of resources
you can gain on a hunt.
15. Felyne Weathercat. Foul weather occurs more often
during a quest (Heavy rain, blizzards, sandstorms, etc).
16. Felyne Lander. You always land on your feet when falling
from a height greater than 10 feet. This does not prevent the
damage you would still take.
17. Felyne Parting Gift. The first time an ally drops to 0 hit
points during a hunt, they can choose up to 6 creatures in a
30-foot radius of them. those creatures are healed for 2d6 hit
points.
18. Felyne Dungmaster. A creature hit by a dung bomb,
must succeed on a DC 12 Constitution saving throw or
immediately use its reaction, if available, to move as far as its
speed allows away from you. The creature doesn't move into
obviously dangerous ground, such as fire or a pit.
19. Felyne Inspiration. You gain inspiration.
20. Felyne Foodie. The food bonus lasts for 48 hours, you
cannot become inebriated during this time, and you can cast
the Thaumaturgy spell at will.
21. Felyne Courage. If you are frightened, you can choose to
repeat your saving throw at the start of your turn instead of
the end.
22. Felyne Rider. You have advantage on checks to stay
mounted on monsters.
23. Felyne Cleats. Your movement is unaffected by the first
15 feet of difficult terrain (magical or otherwise) you move
through on your turn.
24. Felyne Bomb Expert. Barrel bombs and thrown bombs
gain a +1 bonus to their range attack roll or save DC.
25. Felyne Oracle. Hunt begins with one sign found.
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