recursal/Fanatic-Fandom huggingface dataset:
Barbarian: Path of the Competitive Eater

***You live to eat and eat to fight!*** Those who seek to follow the path of the competitive eater view their rage as a means to an end, that end being feasting on the toughest dishes gaining glory.

Competitive Eaters revel in the battle before the meal, building up an appetite and enjoying the fruits of their labor afterwards. Competitive eaters are often admired and feared by their ability to eat multiple times their size.

### Competitive Eater Path Features

 6th
 10th
 14th

#### **Feeding Frenzy**

Starting when you choose this path at 3rd level, your hunger overtakes you when you rage. For the duration of your rage you can make either a bite attack or a single melee weapon attack as a bonus action on each of your turns after this one. You are proficient in with your bite attack. If you use this feature, when your rage ends, you suffer one level of exhaustion.

***Bite:*** Melee Weapon Attack: + STR to hit, reach 5 ft., one target. Hit: (2d4 + STR) piercing damage.

#### **Indomitable Hunger**

Beginning at 6th level, when you use your bite attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

#### **Hunger Presence**

At 10th level, you learn to channel your hunger to instill the same feeling in others. As a bonus action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain your choice of disadvantage or advantage on attack rolls and saving throws until the start of your next turn as a hunger overtakes them. Once you use this feature, you can’t use it again until you finish a long rest.

#### **Bite Back**

Starting at 14th level, when a creature that is within 5 feet of you attacks you, you can use your reaction to make a bite attack against that creature.
Barkeep (Background)

Sometimes you want to go where everybody knows your name and they're always glad you came. As a barkeep, you're a charismatic fellow that knows how to deal with people. Whether you're the life of the party or simply an ear for someone who needs advice, people from all walks of life are drawn to your trustworthy nature.

* ***Skill Proficiencies*** - Insight, Persuasion
* ***Tool Proficiencies*** - Brewer's Supplies
* ***Languages*** - One of your choice
* ***Equipment*** - Common clothes, brewer's supplies, and a belt pouch containing 15 gp.

#### **Suggested Characteristics**

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Thalia

### Occupation(s)

Mercenary (currently works for the Knights of the Harvest)Instructor at the Culinary Institute

Thalia Kofta is a very well-known mercenary under the employ of the Knights of the Harvest. She also works as an instructor for the Culinary Institute where she can help the players increase their *Charisma (Deception), Dexterity (Stealth, Sleight of Hand), and/or Wisdom (Survival)* scores.

## Profile

Thalia grew up as refugee of the Great food war in the streets of Tumeric in the Wholegrain Alliance, where she developed the skills necessary to become a well known mercenary. As gratitude for their part in ending the war, she accepted Canola's offer to work under the Knights of the Harvest, and later Archbishop Raclette's request to help with instruction.
Olio

Olio Ziti is a renowned recipe scientist, and alumnus of the Center for Recipe Enhancement. He is the head researcher of the Culinary Church, and an instructor at the Culinary Institute, where he can help the players increase their *Intelligence (Arcana, Investigation, History),* and/or *Wisdom (Insight)* scores*.*

## Profile

Olio Ziti was previously next in line to assume leadership of House Ziti, before renouncing his nobility to pursue a life of recipe research at the Center for Recipe Enhancement. He came to the Culinary Institute in hopes to research and gain insight into holy artifacts, and is allowed some access to research materials in exchange for working as an instructor at the Culinary Institute.
Cook (Background)

You are someone who can tell the difference between spices by sight or texture, one who knows the value of a properly seasoned stew. You are on a constant search for the choicest ingredients, the most balanced diet, and the perfect flavor. As a cook, you know that your art is wasted on the bland tastes of fancy lads and common folk. Food is your call to adventure.

* ***Skill Proficiencies*** - Nature, plus one from among Survival, Performance, and Medicine.
* ***Tool Proficiencies*** - Cook's Utensils.
* ***Equipment*** - Cook's Utensils, a cooking pot, a small knife, 2 full waterskins, 10 rations, a book of your recipes, and a pouch containing 10 gp.

#### **Suggested Characteristics**

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Scorpiell City

**Scorpiell City** is a city located in the northern part of Choros. It is the first place where Lucian/Sancha will meet with Team Oversight.

## Places of Interest

### **Old Scorpeii**

Old Scorpeii is an old village located in the outskirts of Scorpiell City and made up of wooden dwellings surrounding natural stone terraces.​

### **Scorpiell Archeological Museum**

* *Main Article: Scorpiell Archeological Museum*

The Scorpiell Archeological Museum is the former Gym of Scorpiell City. The museum is open to the public for a fee of 50 PokeDollars and features several historic artifacts.

### **Scorpiell Gym**

* *Main Article: Scorpiell Gym*

The Scorpiell Gym is the official Gym of Encuentro City. It is based on Bug-type Pokémon. The Gym Leader is Mariposa. Trainers who defeat her will receive the Chitin Badge.

## Trivia

### **Origin**

Scorpiell City is based on San Miguel de Azapa, Chile.

### **Name origin**

Scorpiell City's name comes from the genitive form of the Latin "Scorpius", meaning "scorpion".

 Settlements
Barbarian: Path of The Family Recipe

Some barbarians hail from cultures that have passed down legendary recipes through the generations. These tribes teach that preparing and eating these recipes is the way to honor warriors of the past and call upon their spirits.

When a barbarian who follows this path rages, the barbarian calls on these past chefs for aid. In order to pass down the legendary recipes, barbarians who follow this path cover themselves in elaborate tattoos that might contain ingredient lists or instructions.

### Family Recipes Path Features

 6th
 10th
 14th

#### **Recipe Protectors**

Starting when you choose this path at 3rd level, your commitment to protecting the recipe manifests as spectral protectors when you enter a rage. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as they feel a sense of nourishment.

The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

#### **Family Ties**

Beginning at 6th level, your recipe allows you to provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

#### **Consult The Recipe**

At 10th level, you gain better insight into your family recipe and can consult it. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components.

Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons the original creator of the recipe to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

#### **Undying Nourishment**

Beginning at 14th level, the nourishing power provided by your family recipe allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious.

You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Rogue: Garnisher

You focus your training on the art of the details and final touches, relying on speed, elegance, and charm in equal parts.

While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance.

#### **Fancy Footwork**

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

#### **Radish Audacity**

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

#### **Coulis Charm**

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

The creature has advantage on this saving throw if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

#### **Finishing Touch**

Starting at 13th level, when you hit a creature with an attack and it has its hitpoints reduced to 0 as a result, you can take a bonus action to attack a second creature within range.

#### **Elegance Master**

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage.

Once you do so, you can't use this feature again until you finish a short or long rest.
Sorcerer: Spice Bloodline

Your innate magic comes from some spice magic that was mingled with your blood or that of your ancestors.

Most often, sorcerers with this origin trace their descent back to a mighty chef of ancient times who mastered the use of spices to perfectly balance heat with flavor and create legendary dishes.

Some of these bloodlines are well established in the world, but most are obscure.

#### **Scoville Touch**

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

#### **Mantle of Spice**

Starting at 1st level, you can unleash the spice that blazes within you. As a bonus action, you magically wreathe yourself in a swirling cloud of spices, as your eyes glow like hot coals. For 1 minute, any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. Once you use this feature, you can’t use it again until you finish a long rest.

#### **Peppered Affinity**

Starting at 6th level, when you cast a spell that deals fire damage, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour.

#### **Nourishing Heat**

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

#### **Reaper Spice**

At 18th level, the spicy energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the reaper spice within. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

* If you use this feature while under the effects of your Mantle of Spice you also gain the following benefits:
* This feature instead deals fire damage equal to double your Charisma modifier
* You have a flying speed of 40 feet and can hover.
* You have resistance to all damage.

Once you use this feature, you can’t use it again until you finish a long rest.
Cleric: Stew Domain

The Stew domain focuses on nourishment the fundamental energy that sustains all life. The stew promotes vitality and health through healing the sick and wounded, caring for those in need, and driving away the rot.

Clerics of the Stew Domain are split evenly all across the board with their worship, as stews might be full of spices, or fresh ingredients.

### Stew Domain Features

 2nd
 6th
 8th
 17th

#### **Domain Spells**

 3rd
 5th
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#### **Bonus Proficiencies**

When you choose this domain at 1st level, you gain proficiency with heavy armor.

#### **Slow Cooking**

Starting at 1st level, you are able to channel your nourishing abilities in order to heal your allies through dedicated recipes. You can ritually cast spells that would cause your allies to regain hitpoints, regardless of if they have the ritual tag or not.

#### **Channel Gastronomy: Empowering Stew**

Starting at 2nd level, during a short rest you can prepare a meal for up to 10 creatures. While preparing the meal, choose one of the following effects. Those who partake in the meal receive said effect.

* Remove one level of Exhaustion.
* Receive Inspiration (1d4) which lasts one hour.
* Add the Spellcasting Ability of the cook to any one hit die roll until the next short or long rest.

#### **Nourishing stew**

Starting at 6th level, You can interpose a wall of stew between an ally and an attacking enemy. When a creature you can see within 30 feet of you is attacked, you can use your reaction to give the target temporary hit points equal to your cleric level + your wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

#### **Stewed 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 of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

#### **Supreme Stew**

Starting at 17th level, your mastery of stews has reached a level where simply eating your food puts a spring in people's steps.

During a short rest you cook a mighty stew, after eating a meal you prepared while being within 30 feet of you, a creature has its movement speed increased by 10 feet, treats its exhaustion level as it was one lower, it is cured of all diseases and poison, becomes immune to poison, and regains 2d10 hit points. A creature can’t benefit from this effect again until it finishes a long rest.
Portwine City

Immediately south of Singlemalt, Portwine is the city where master brewers go to learn and perfect their recipes.

Originally a small kingdom on itself led by House Brugal, Portwine was absorbed into the Kingdom of Cordon Bleu in the early days of the Age of Rot. Now it is the hub of the Brugal Distillery, the largest provider of beer, wine, and spirits in the entire continent.

House Brugal, which holds the rank of duke, is one of the most powerful noble families in Cordon Bleu, second only to the royal family of House Ramsay. At some point, a head of the house gained the position of Prime Minister of the Kingdom, and the title became hereditary from then on.
Percival

> Percival
>
> -To see all Heroes go to Heroes

Percival is a crowd control/current %hp type hero. He can only be obtained by using Void tickets in Void merchant. When bought, it gives 5 copies of Percival.

## Attack & Passive

*If Percival hits at least one mob, he recasts Void Maneuver at the end of the line. If not, he lunges back to his original position.*
Gingerbread Dragonborn Ancestry

From a long line of gingerbread dragons, lustrous  golden brown colored scales boast the candy dragon ancestry of these dragonborn.

#### **Candy Ancestry Traits**

The Candy Ancestry subrace has the dragonborn race traits of the Player’s Handbook, with the following alterations:

**Draconic Ancestry** - Gingerbread dragon, Damage type cold, breath weapon 15 ft. cone (Constitution save).

* As an action, you can use your breath weapon to instead exhale a 15 ft. cone of frosting that slows the creatures it covers. Each creature in that cone must make a Dexterity saving throw, on a failed save its speed is halved. The terrain covered in frosting is considered difficult terrain.
Harvestblessed Race

Harvestblessed are a rare race touched by otherworldly radiance, Very little is known as to the origins of this blessing and the clarity that comes with it.

Tales of people being blessed and immediately leaving behind their lives are the most common, leading this to be viewed by some as a curse instead.

There are those who instead search for this blessing their whole life without ever getting closer to obtaining it. It is said that wherever a harvestblessed nomad is seen, the harvest that follows will be bountiful. Most harvestblessed have a fragile constitution, and do everything in their power to avoid corruption.

#### **Nomadic Pilgrims**

Harvestblessed tend to lead solitary lives, far away from other races. Once they receive the gift they are compelled to travel the world in search for something, although none of them know exactly what is compelling them and where it is leading them, they follow an internal light that guides them unerringly.

#### **Broken Visions**

Each Harvestblessed receives a partial vision of where they are meant to go when they first receive the blessing, this vision is vague and is merely a single piece of a puzzle that connects them to others of their kind.

#### **Connected by Light**

Perhaps the most distinguishing feature of the harvestblessed are the magical seeds of light that seem to always be accompanying them, which they use to internally cast spells.

#### **Harvestblessed Character Traits**

Harvestblessed Characters have the following traits:

* ***Ability Score Increase*** - Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* ***Age*** - Harvestblessed typically reach maturity the same as their original race, but are believed to live much longer.
* ***Alignment*** - Harvestblessed tend to be neutral.
* ***Size*** - Harvestblessed retain the size of their original race
* ***Speed*** - Your base walking speed is 35 feet.
* ***Brilliant resistance*** - You have advantage on saving throws against being blinded.
* ***Enlightened Mind*** - You gain proficiency in the Insight skill.
* ***Harvest Blessing*** - You have seeds of light that dance around your body.
	+ You begin with 1 seed per long rest, increasing to 3 at 3rd level, and 5 at 5th level.
	+ As an action, you can spend the indicated amount of seeds to cast one of the following spells at its lowest level, or cast it at a high level by spending 1 more seed per each additional spell level:
		- Purify Food and Drink (1 seed)
		- Locate Animals or Plants (2 seeds)
		- Plant Growth (3 seeds).
	+ You also know the dancing lights cantrip, and may spend 1 seed when you cast it to increase each lights radius to 20 feet and their intensity to bright light in that radius.
	+ Wisdom is your spellcasting ability for these spells, you regain all spent seeds when you finish a long rest.
* ***Languages*** - You can speak common and celestial.
The Wholegrain Alliance

The Wholegrain Alliance is located in eastern Cuisine, a temperate region of desert plains and sand dunes.

In contrast with the other two nations of Cuisine, the Alliance's relationship with the Culinary Church is neither especially warm nor antagonistic.

Unlike other territories, the Wholegrain Alliance is a league of multiple noble families who refuse to swear fealty to any king or emperor. Instead, the Alliance is ruled jointly as a republic through the council of the five most influential families called the Wholegrain Roundtable, which is led by House Sesame and convenes at the capital city of Sesameseed.

Each house's territory is technically an autonomous region, though they all swear reciprocal oaths of allegiance to each other. Although membership in the Roundtable is generally hereditary, it is not permanent.

**Locations in the Alliance**

* Sesameseed (Capital)
* Tarragon
* Gobi
* Garam
* Masala
* Turmeric
* Ladletown
The Culinary Church

Founded by the 5 Saints, is an organization devoted to the worship of the Triple Fudge Goddess, and the organization in charge of the Culinary Institute. It is based on top of the A la Mode Mountains in the area named the Neutral State, and has branches in the North, West, and East regions.

Since the Rising of Saint Sauté and the defeat of the forces of Rot, the Culinary Church has played a large role in the identification and instruction of individuals who present talents for arcane, holy, or martial abilities.

From all across the land, hopeful individuals come to the Culinary Institute to train with the best there is. The remote monastery in the center of the A La Mode mountain range provides a central location for individuals to who wish to make the pilgrimage, and is considered neutral territory belonging to the Goddess and the church, outside of the influence of any single political power of the land.

### The Main Church

The main church oversees the operations of the Culinary Institute, and is home to the church's Archbishop. It is closely related to Saint Sauté, as she was the first Archbishop, and founder of the culinary Institute.

### The Northern Branch

The northern branch of the church, based in the city of Marscapone, follows the teaching of Saint Patisse, and worship the Fermenter, Goddess of Knowledge and Water, and part of the Triple Fudge Goddess.

### The Eastern Branch

The eastern branch of the church, based in the city of Sesameseed, follows the teachings of Saint Coriander, and worship the Allspice, Goddess of Light and Healing, and part of the Triple Fudge Goddess.

### The Western Branch

The western branch of the church, and its newest one, is based in the city of Singlemalt, and follows the teachings of Saint Nero, and worship the Harvestmother, Goddess of Nature and Time, and part of the Triple Fudge Goddess.
Margravate of Gelato

Gelato, located in the northeastern corner of the Softserve Expanse, is the domain of House Gelato.

The Margravate of Gelato serves as a buffer between the rest of the Softserve Expanse and the occasional forces of the of the Rotlands.

House Gelato descends from Margrave Bello, one of the six generals who fought in the war during the Age of Rot. It has guarded against incursions from the Rotlands for over 200 years.
The Culinary Church Institute

High up in the mountains sits a large stone monastery, able to house faculty, students, and a small army, the Culinary Institute is truly a marvel of architecture and defense.

The neutral land in which it sits extends down to the foothills of its mountain home, where large towers mark its edges and serve as control points for all those wishing to study there.

The Institute constantly sends out recruiters all across the continent to search for those with talent, and has been around long enough that all of the prominent political figureheads are alumni of it.

They have also amassed their own militia, the Knights of the Harvest, in order to take the responsibility of defending Cuisine from the lingering forces of the Rot from any individual nation, allowing their students to obtain military experience and real battle expertise before graduating.

After the Great Food Fight, Saint Sauté was asked by the King of Cordon Bleu to do as Pansear had done before and travel across Cuisine teaching all those able about Gastronomy, but she refused. She instead worked with all three nations to carve a neutral area of land in the middle of the mountains and founded the Institute, a neutral place, where all from across Cuisine would be able to learn skills and the teachings of the Triple goddess regardless of nobility, bloodline, or nation of origin.

Originally founded by Saint Sauté, 3 years after the Great Food War, the Institute is now led by the most recent in a line of Archbishops of the Triple Fudge Goddess, Lady Raclette.

**Faculty:**

* Archbishop Raclette - Head of the Culinary Church
* Romano Patisse - Second-in-command of the Culinary Church
* Cass Caffe - Cardinal of the Culinary Church
* Canola "Frystrike" Tarragon - Commander of the Knights of the Harvest
* Thalia Kofta - Mercenary and instructor
* Olio Ziti - Instructor
* Summer Rosé - Instructor
* Guy Paprika - Instructor
Masala

House Masala, sister house to House Garam, also descends from the General Paprika, and obtained its seat at the Wholegrain Roundtable by making a deal with the rest of the Five Great Lords and taking in large amounts of refugees fleeing the wars during the Age of Rot. It is a thirving port town, specializing in exotic seafood.

In recent years, they have begun to extend their reach south, founding the cities of Tandoori and Paneer, which now serve as havens for the descendants of refugees, and give House Masala and House Garam almost complete control over the eastern coast of Cuisine.
Monk: Way of the Rum Soul

A monk following the way of the rum soul appears to sway, tottering on unsteady feet. The rum soul monk has learned to manipulate their inner ki to conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A rum soul monk often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

### Way of the Rum Soul Features

 6th
 11th
 17th

#### **Bonus Proficiencies**

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.

You also gain proficiency with brewer's supplies if you don't already have it.

#### **Liquid Step**

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows.

Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

#### **Gin Sway**

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

* ***Leap to Your Feet.*** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
* ***Redirect Attack.*** When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

#### **Fortified Spirit**

Starting at 11th level, your ki manipulation allows you to pull through at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

#### **Intoxicating Punch**

At 17th level, you gain the ability to manipulate the tea in someone's body. When you hit a creature with an unarmed strike, you can spend 3 tea points to infuse an inebriated feeling on the target, which gives them disadvantage on all checks and saving throws, as well as dexterity based attack rolls.

* This state persists for 8 hours, after which the creature gains 2 levels of exhaustion. You can choose to use your action to end this state early. To do so, you and the target must be on the same plane of existence.
* When you use this action, the creature must make a Constitution saving throw. If it fails, they become poisoned takes 10d10 poison damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the state harmlessly without using an action.
Wizard: School of Recipes

You focus your study on magic recipes and cooking methods that create powerful physical effects such as chilling, searing, boiling, roasting, and burning.

Some recipe wizard find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain.

### **School of Recipes Features:**

#### **Methodic Cooking**

Beginning when you select this school, you learn how to substitute certain recipe effects for different ones. At 2nd level, whenever you cast a spell that deals force, cold or fire damage, you can spend a bonus action to substitute that damage type for acid, cold, fire, lightning or thunder damage.

#### **Modify Recipes**

Beginning at 2nd level, you have learned how to guide your projectiles, hitting enemies and avoiding your friends. If you cast an evocation spell with an area of effect, you can instead choose to hit 2 + the spell's level creatures.

They must be within half of the spell's radius distance from each other. The chosen automatically fail on their saving throws vs. the spell.

#### **Line Cook Speed**

At 6th level, you can use your action to teleport up to 60 feet to a space adjacent to a creature you can see.

#### **Chef’s Focus**

Beginning at 10th level, while you are concentrating on a spell, your concentration can't be broken as a result of taking damage.

#### **Cooking Element Mastery**

Starting at 14th level, your expertise in the physical effects of cooking methods allows you to learn how to bind beings of these elements to your service.

You learn the Conjure Elemental spell, if you didn't know it already, whenever you cast Conjure Elemental or Conjure Minor Elementals you cannot unwillingly lose concentration on those spells.

If you lose consciousness while either of those spells are active, the elementals will continue to stay on the field until the spell runs it's course, or you die.
Rosé County

The County of Rosé stretches from the edge of the Holly Wood to the foothills of the A La Mode Mountains, where the bulk of its territory lies. Rosé is known for its lucrative mining industry and controlling the Kingdom's Border with the Softserve Expanse.

House Rosé, a line of counts, has inherited rule over the Kingdom's Ministry of the Interior, which governs domestic affairs such as administration, finance, and the judiciary. It frequently clashes with House Merlot, which controls the Ministry of Military Affairs
The Barren

Cuisine's earliest recorded history comes from a group of individuals known as The Settlers, who traveled across the Brine Sea in order to find a new land to explore and call their home. Upon arrival to its shores however, The Settlers discovered Cuisine was little more than a wasteland and any intelligent life that might have occupied it had long ago perished. Thus began The Settler's struggle to survive and tame the land, this earliest chapter in the history of Cuisine is known as The Barren.

When The Settlers arrived at Cuisine, they expected to find lush, fertile lands in which to farm and prosper, perhaps even meet indigenous societies. Their earliest recordings however, tell of ruins as the only remnants of any previous civilization.

The Settlers struggled greatly to survive in the wilderness, as beasts ruled the land. They took shelter in these ruins, forests, swamps, and mountains, doing their best to set some semblance of civilization in those early days.

Their struggle seemed endless until after five years, when the people were at their worst, a miracle happened. A mysterious God-like entity came to The Settlers' aid. This figure brought with it something previously unknown to The Settlers. Magic. This was the Legendary Father of Gastronomy, the Great Pansear.

Traveling through the land of Cuisine, Pansear brought aid and prosperity wherever he went. Educating those with talent on the arts of gastronomy and awakening powers inside of those who he deemed worthy. With his guidance, the Settlers ventured across Cuisine and began to thrive, marking the beginning of the Golden Brown Age.

### Notable Events

0 a.s. (after settlement) The Settlers arrive in the western shores of Cuisine

1 a.s. Founding of the town of Singlemalt

4 a.s. Founding of the city of Marscapone

5 a.s. Arrival of Pansear at Singlemalt
Subclasses

In the world of Cuisine, Almost all classes receive two additional subclass options. While the druid class only obtain the Circle of the Harvest subclass, however druid characters are able to choose among additional sublcasses from official books.

The options to choose from are:

* Barbarian
	+ Path of the Competitive Eater
	+ Path of the Family Recipes
* Bard
	+ College of Culinary Performance
* Cleric
	+ Stew Domain
	+ Oven Domain
* Druid
	+ Circle of the Harvest
* Fighter
	+ Culinary Champion
	+ Pastry Knight
* Monk
	+ Way of The Greens
	+ Way of the Rum Soul
* Paladin
	+ Oath of the Table Manners
	+ Oath of Nutrition
* Ranger
	+ Feast Master Conclave
	+ Rare Ingredient Hunter Conclave
* Rogue
	+ Saboteur
	+ Garnisher
* Sorcerer
	+ Spice Bloodline
	+ Wild Recipe
* Warlock
	+ Cooking Element Patron
	+ Nature Patron
* Wizard
	+ School of Recipes
	+ School of Doughmancy
Sesameseed

Sesameseed, the Walled Capital, is the capital city of the Wholegrain Alliance and the seat of its leading noble family, House Sesame.

Sesameseed was founded in eastern Cuisine and ruled by the descendants of the General Sesame, one of the five generals who fought in the wars during the Age of Rot.

In modern times, Sesameseed is the location of the Wholegrain Roundtable, where the Five Great Lords representing the Alliance's most powerful noble families convene. The walled city is home to numerous factories, and prospers thanks to its ability to refine grains and produce fine spices.
Paladin: Oath of the Tablemanners

The Oath of the Tablemanners is sworn to the ideals of civility and courtesy, obeying the social norms dictated by law and rulers. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built.

#### **Tenets of the Tablemanners**

The tenets of this oath are often set by the societal norms inherent to where their oath is sworn, but generally emphasize the following tenets.

* ***Good Manners.*** Good manners are paramount. They are the mortar that holds the stones of civilization together, and they must be respected.
* ***Civility.*** Greet people, ideas and values with respect.
* ***Courage.*** Express yourself with honor and conviction.
* ***Respect.*** Show regard for nature, resources, and shared spaces.

#### **Oath Spells**

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

#### **Channel Gastronomy**

When you take this oath at 3rd level, you gain the following two Channel Gastronomy options.

* ***Commanding Presence.*** As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you.

This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

* ***Admonishing Strike.*** You can use your Channel Gastronomy to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Gastronomy to gain a +10 bonus to the roll.

You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

#### **Aura of Accountability**

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

#### **Unyielding Civility**

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

#### **Unwavering Manners**

At 20th level, you gain the ability to harness extraordinary courage. As an action, you can magically become an avatar of manners, gaining the following benefits for 1 minute:

You have resistance to all damage. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.
Ovenborn Dwarves

Whether by bloodline or through generations of training, Handling the flames of the hottest ovens has become second nature to these dwarves. The Ovenborn are known for their mastery of the baking art, as well as their hot and long-burning tempers. These dwarves are often characterized by the fiery red color of their hair, and short cropped beards, although some can be seen with longer beards that often have burnt tips.

#### **Ovenborn Subrace Traits**

The Ovenborn subrace has the dwarf race traits of the Player’s Handbook, plus the subrace traits below:

* ***Ability Score Increase*** - Your intelligence score increases by 1.
* ***Hot feet*** - Your base walking speed increases to 30 feet.
* ***Oven magic*** - Once you reach 3rd level, you can cast heat metal spell once per long rest. Intelligence is your spellcasting ability for this spell.
* ***Additional Language*** - You can also speak, read, and write primordial (Ignan only)
Gathering

While gathering, you will always gain the basic resource of the skill you're working in. You also have a chance to gain special items at certain level milestones that can be used in Crafting.

You can collect Tool Components while gathering, at an increased chance per gathering level. See the page for the drop rate.

Gathering exp is calculated with the formula:(10+Tool Exp+Level)\*(Clan boosts+Personal Boost+GSS Boost)

## Mining

Each action increase your Mining skill.

You gain increased EXP and Metal for every level.

Your Pickaxe tool can be upgraded to increase EXP by a flat amount and Metal at a % rate.

At level 1, you can collect Gem Fragments.

At level 20, you can collect Sapphire.

At level 50, you can collect Ruby.

At level 75, you can collect Emerald.

At level 100, you can collect Diamond.

The gems can be sold on the Marketplace or used in Jewelcrafting.

## Woodcutting

Each action increase your Woodcutting skill.

You gain increased EXP and Wood for every level.

Your Hatchet tool can be upgraded to increase EXP by a flat amount and Wood at a % rate.

At level 1, you can collect Tree Sap.

At level 50, you can collect Bird's Nests.

At level 100, you can collect Golden Eggs.

The Tree Sap can be sold on the Marketplace or used in Alchemy.

## Quarrying

Each action increase your Quarrying skill.

You gain increased EXP and Stone for every level.

Your Hammer tool can be upgraded to increase EXP by a flat amount and Stone at a % rate.

At level 1, you can collect Sandstone.

At level 50, you can collect Marble.

At level 100, you can collect Malachite.

The special stones can be sold on the Marketplace or used in Runecrafting.
Raclette

**Raclette** is the archbishop and supreme leader of the Culinary Church. At the Culinary Institute, Raclette can help players increase their ***Intelligence*** score. She wears the Harvest Crown, said to be passed down from Saint Sauté herself.

## Profile

Raclette is the Archbishop of the Culinary Church and leader of the Knights of the Harvest as a result. She previously was a cardinal of the church along with Cass Caffe until ascending to the rank of Archbishop. She serves as a key figure for the Culinary Institute as well, assigning missions to the students each week.
The Softserve Expanse

The Softserve Expanse lies in the north of Cuisine, a cold, rugged land that has forced its people to adapt. It is ruled by the royal House Patisse and a number of knightly orders. The nation was founded by Quern, the legendary Master Baker and ancestor to Saint Patisse. Its capital city is Marscapone, which is also home to the prestigious Center for Recipe Enhancement.

Due to the harsh environment, children are trained to wield weapons before they are taught to read and write. Due to its close connection to the Saints, the country's royal family and most nobles are both pious and enduring supporters of the Culinary Church.

**Locations in the Expanse**

* Marscapone (Capital)
* Pane
* Caffe
* Gelato
* Risotto
* Ziti
* Caramel
Bard: College of Culinary Performance

Bards of the College of Culinary Performance have spent their time perfecting the skills required to dazzle spectators with their cooking skills. Putting their skills on display while cooking extraordinary meals, giving life to the phrase *“dinner and a show”*. These bards have the ability to buff their companions before battles and charm those who would assail them.

You can usually find these bards roaming the world in search of exotic spices and food, putting on grand shows for the richest of nobility, and always greeted with joy when travelling through small villages.

### Culinary Performance Features:

#### Bonus Proficiencies

When you join the College of Culinary Performance at 3rd level, you gain proficiency with the Cooks Utensils, Herbalism kit, and the Poisoner’s Kit. You can use a frying pan or another cook's tools as a spellcasting focus for your bard spells. Additionally, you are proficient with improvised weapons that are cook' utensils.

#### Flavorful Display

Also at 3rd level you have developed your preparation techniques and are able to use an array of styles to serve up some serious aid to your allies. When you use the song of rest feature, you put on a cooking performance, preparing a meal for your allies that grants an additional number of hitpoints equal to your bard level + charisma modifier on top of the 1d6 already provided.

You can also save up to your bard level of magical rations that will provide these additional hitpoints when consumed and will last for up to 2 days. This feature gains an additional effect at 14th level

#### Charming Personality

At 6th level, as an action, you can expend a bardic inspiration die to offer a delicious treat to a creature within 5 feet of you. A hostile creature can make a Wisdom saving throw against your spell save DC or is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature is friendly to you.

#### Masterful Display

By 14th level, you have mastered your own unique style of performance and the meals you prepare show it. Choose one of the following effects to add to your prepared meal when you use your flavorful display. This effect lasts for 1 hour after consuming the meal.

* ***Perfectly Seasoned*** Gain resistance to fire damage
* ***Hearty Meal*** Gain temporary hitpoints equal to 1d8 + charisma modifier.
* ***Well Caffeinated*** Advantage on initiative roles and immunity to magical sleep.
* ***Made with Love*** Forces any creature that consumes this meal to make a charisma saving throw. On a failure, you charm that creature for the duration or until you or a companion make aggressive actions towards them.

Alternatively, you can make any meal a heroes feast once per rest and you can pick which skill has advantage on saving throws. The meal must be consumed immediately or the magic fades.
The Age of Rot

The news of Pansear's disappearance calmed the tensions between Cuisine's nations momentarily, but this peace was short-lived as the rulers began to fight over who was to blame for his abandonment.

Fighting resumed until the next disaster struck the following year. The Rot.

One fateful day, this sickness was discovered by a lowly farmer from northeast Cuisine, crops began to rot, and creatures that were overtaken over by it began attacking towns and wreaking havoc across the land. That day marked the First Spoiled Harvest, and according to scholars, the beginning of the Age of Rot.

Without the assistance of their once worshiped idol, and their respective might weakened by the wars, it looked like this would be the end for the people of Cuisine.

The age of Rot  and the war that it brought with it went on for five decades, and its effects on the land and the people of Cuisine ran deep. Children born during that time were born weaker and sickly, most dying in their infancy. Those who prevailed became known as the malnourished generation. The effects of their harsh upbringing lasting all of their lives.

Saint Sauté's rising, and her campaign across the nations of Cuisine to band them together and drive back the forces is celebrated by the faithful as the beginning of the end of this age. A festival known as The Rising is celebrated on the Harvest month to celebrate her first recorded appearance.

### Notable Events

1002 a.s. The First Spoiled Harvest is reported.

1003 a.s. Pansear is declared missing. the Culinary War ends

1004 a.s. The first hordes of rot attack the Fry Empire capital, overtaking everything, refugees begin fleeing to Alliance and Expanse territory

1005 a.s. The first appearance of Saint Sauté is recorded in Marscapone. She begins her campaign to rally the nations together and fight the forces of rot, also spreading the word of the triple fudge goddess.

1055 a.s. The Last Great Food Fight occurs and the Rotlands are abandoned.
Summer

### Occupation(s)

Performer with the Vineyard company (previous)Instructor at the Culinary Institute

Summer Rosé is the most recent addition to the faculty at the Culinary Institute. Originally a very famous performer with the Cordon Bleu Vineyard Company, she now serves as an instructor at the Culinary Institute where she can help players increase their *Charisma (Performance, Persuasion), Dexterity (Acrobatics),* and/or *Wisdom (Perception)* scores.

## Profile

Summer Rosé is a young lady of House Rosé who rose to fame due to her beauty and skill in performing. She joined the Cordon Bleu Vineyard Company as a performer combining music with acrobatics, and quickly becoming the company's headliner during show, earning her the title of Diva. She also gained a reputation for being able to defend herself from unruly admirers, earning her the moniker Thorned Rosé.

She was asked by King Ramsay to join the Culinary Institute's faculty due to her high profile, as a demonstration of Cordon Bleu's deference to the Culinary Church. She also leads the Culinary Cathedral's Choir.