June 23, 2021


Arcane Tradition
Comments from the Finger: Before anyone asks, this is why I don't write subclasses on an empty stomach. Also, I'm actively trying to figure out how to make Flavor Blast a little more appealing as an option. Let me know if you have any ideas!

School of Gastromancy

Gastromancy, the oft-satirized subschool of food-related magic, is rarely taught to wizardly apprentices, for even masters of transmutation can be terrible at cuisine. However, gastromancy is a truly nourishing magic which spans all cultures, and is more akin to an art than an arcane tradition. Stereotypical gastromancers are thought of as monstrously fat and held aloft by magic, like great balloons in robes, but this is mostly a myth; wizards of this school are usually healthier than their contemporaries, owing to a healthy and balanced magical diet.

Sous Chef 
Beginning when you select this school at 2nd level, you gain proficiency with cook's utensils and have advantage on any ability check you make to cook or prepare ingredients. Additionally, you can cast the spell create food and water once without using a spell slot, and regain the ability to do so when you finish a long rest. When you cast the spell using this feature, the resulting food is a mouthwatering meal of your choosing.

Monster Dish
Also at 2nd level, when you finish a short or long rest, you can prepare a meal using monsters that you and your allies have slain. A creature can only be used as an ingredient if it has died within the last 24 hours or has been preserved by the gentle repose spell, and you can’t use this ability with the corpses of celestials, humanoids, or undead creatures. You can make enough food for a number of creatures equal to your Intelligence modifier; this food spoils if not eaten in 24 hours. When a creature partakes of this meal at the end of a short or long rest, it rolls a number of d6s equal to the ingredient creature’s challenge rating (1d6 for creatures of CR 1/2 and lower) and gains temporary hit points equal to the total rolled. Additionally, if the ingredient creature had immunity to a damage type other than bludgeoning, piercing, or slashing damage, you can choose for the meal to bestow resistance to one such damage type to any creature that partakes of it for 8 hours.
You can only prepare one meal using this ability, and regain the ability to do so when you finish a long rest. 

Flavor Blast 
Beginning at 6th level, you can make other creatures smell delicious! Once per turn, when a creature fails a saving throw against a spell of 1st level or higher that you cast, you can cause the target to smell and taste like delectable food for up to 1 minute, or until you use this ability again. This odor carries out to 15 feet and can resemble any food of your choosing, from freshly baked bread to grilling meat. While the target smells this way, attacks made to bite the creature or attack it with teeth have advantage and the target has disadvantage on Constitution checks it makes to maintain concentration.
Additionally, creatures of Intelligence 3 or lower can't distinguish the target from the smell, and react accordingly. Most creatures can distinguish the target from the odor after dealing damage to it. 

Bottomless Feast
At 10th level, you can cast the spell heroes' feast once, creating enough food for one creature, without using a spell slot or material components. At 11th level, you can create enough food for 5 creatures. 
Once you use this ability, you can't use it again until you finish a long rest. 

Ravenous Magic Mouth 
Beginning at 14th level, you can use your action to summon a Large-sized disembodied mouth of magical force filled with sharp teeth in an unoccupied space you can see within 60 feet. On each of your turns, you can command the mouth to float up to 30 feet (no action required) and you can use your bonus action to command it to bite a creature within 5 feet of it. The mouth uses your spell attack bonus for its melee attack roll and on a hit deals 4d10 force damage and grapples its target (escape DC equals your spell save DC) on a hit. The mouth can grapple only one target at a time, and can only attack the creature it is grappling. 
If the mouth is grappling a target of Medium size or smaller at the beginning of your turn, you can use your bonus action to command it to swallow its target, depositing the creature in an extradimensional space filled with acid. While swallowed, the creature is blinded and restrained, and it takes 4d6 acid damage at the beginning of each of its turns. The creature can use its action to make a Strength saving throw against your spell save DC to escape. On a success, it magically reappears and falls prone in an unoccupied space within 5 feet of the mouth. The creature automatically escapes when the mouth vanishes. 
The mouth disappears after 1 minute, or if you dismiss it early on your turn (no action required). Once you summon the mouth, you can't use it again until you finish a long rest. 

Changelog: 6/26/21: Flavor Blast: Disadv. on concentration added


  1. Monster Dish seems really strong and super fun. Easily gives (lvl)d6 temp hp to 5 creatures, plus damage resistance, is really good, and at high levels the hp can get really high (my players consistently kill cr 15-20 creatures).

    Still, I wouldn't say it's overpowered before testing it. There are plenty of creatures you couldn't eat (those that disappear on death) and plenty of others you wouldn't want to.

    As for Flavor Blast: Maybe also negate Keen Smell, and can be used to counter bad smells (such as a troglodyte, hezrou or stinking cloud)?

    1. My reasoning for Monster Dish's high temp HP is that it's contingent on already getting thorough a fight and having a monster's corpse on hand. It's not at all rare, but it requires some recent success with near-level enemies and a lot of prep time. It still might be a bit high, but temp HP doesn't stack, so it's not like you can overly optimize it.

      I actually wrote up a version of Flavor Blast that countered Keen Smell, but it seemed like a massively rare ribbon (Keen Smell is more about tracking and ambushing, and Flavor Blast likely procs in combat). Counteracting bad smells seems smart, but right now the feature is more of a debuff since it can turn unintelligent monsters against the target.

    2. Well, it can still be a debuff, kinda. Have a creature affected by it lose the Stench trait and similar features.

      If you still want another use, you can make the smell give disadvantage on concentration checks due to the distraction.

    3. If I were to make a suggestion to make this more practical, I would agree on the disadvantage on concentration checks while within the area of effect. I'd probably also suggest that creatures within range have disadvantage on Perception checks relying on smell and Dexterity checks that require precision and focus. Maybe those with Keen Senses (that's what it's actually called) can't benefit from advantage on Perception checks when using smell and must use an action to make a Perception check against your spell save DC to distinguish scents until their next turn. Just an idea I thought of. Not too interesting but hey, it's worth trying.

    4. Correction: ability checks that use Dexterity and require precision (such as lockpicking a door).

  2. Love the concept and execution of this subclass so much! Just had one question-for Monster Dish, I understand the reasoning behind blocking Humanoid and Undead creatures, but why Celestials?

    1. Because you shouldn't be allowed to eat an angel?

    2. I would love to consume holy flesh, hence my question

    3. I mean I see no reason to block humanoids. A lot of dnd races eat humanoids. Are you telling me my Lizardfolk chef can't cook Soilent Green?

    4. My logic was that celestials probably don't stick around on death. Angles and such probably vanish, and besides, it seems like bad form. Similarly, humanoids are out because cannibalism is something that *one* person at the table is always really pushing for, and you don't want to give them more ammunition than normal.

    5. Makes sense to me. However, by that same logic fiends don't generally stick around either, unless you're fighting them on one of the lower planes.

    6. Isn't eating celestial flesh a major part of christian rituals?

      JK. As a DM, I definitely wouldn't allow eating any creature that disappears on death or is made of inedible materials- most fiends, elementals, incorporeal creatures, etc..

      And most group should definitley think twice before eating intelligent creatures. Eating a fey or a doppelganger isn't cannibalism strictly speaking, but it sure as hell ain't normal.

    7. Yeah, personally I think it's intelligence that makes eating something morally problematic, rather than which creature type it's been assigned. Most giants, dragons, fey, and some monstrosities like medusae and sphinxes would all be off the menu for me. Meanwhile, is it really *sensible* to eat aberrations??

    8. "And this part is important, make sure you cook your Ilithid Calamari thoroughly. If some of it is still raw it can cause anything from severe migraines to seeking out and submitting to the nearest Elder Brain."

    9. Remember to fire up the kiln before attempting to grill your imp meat -- it takes hellfire temperatures to get that perfect sear!

    10. @Finger: Someone's obviously been to the Infernal Rapture in Avernus!

  3. > I'm actively trying to figure out how to make Flavor Blast a little more appealing as an option.

    In other words, you want to give Flavor Blast more spice?

    Eh? Eh?

    ... I'll show myself out.

  4. Maybe keep the main part of flavor blast as is but give the ability to make little snacks or appetizers with “flavorful” effects? Might make the feature a bit of a mouthful In word count so maybe you gain more picks of options in the latter features? Like someone consuming a Spicy snack let’s them belch fire, something sweet let’s them roll a hot dice, something sour gives them advantage or immunity for a couple of minutes to fear and charm because it’s hard to think about anything else, a piece of bacon or savory gives advantage on a constitution saving throw and a little temp, vegetables/greens give advantage on strength checks like Popeye. You also could try adding food spells like I remember seeing stat blocks for ice cream elementals floating on the internet. And it might be horrifying but a golem made of choice cut meats as a weaker flesh golem as a conjuration spell or a really weird raise undead spell with monster meat as ingredients instead of bones and rotten flesh.

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