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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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