Cullinomancer (3.5e Prestige Class)

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"I've seen tons of wizards cast 'Meteor Shower', but I have never seen a wizard cast 'Meater Shower'."
—-Korric the Wizard, on the subject of the Culinomancer.

The Culinomancer is a spellcaster who grows tired of normal spells and instead opts for a more deliciously creative approach. Usually Wizards or Sorcerers become Culinomancers, although occasionally Bards do as well. Culinomancers tend to stick out because of their unique brand of food-based spellcasting.


To qualify to become an Culinomancer, a character must fulfill all of the following criteria.

Entry Requirements
Skills: Profession (Cook) 4 ranks
Spellcasting: Must be able to cast 1st level arcane spells
Special: Must have defeated an enemy of Medium size or larger with nothing but food-based weapons.
Table: The Culinomancer
Hit Die: d4
Level Base
Attack Bonus
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Spell Focus Food, Food Weapon Mastery +1 level of existing class
2nd +1 +0 +0 +3 Healing Tonics +1 level of existing class
3rd +2 +1 +1 +3 +1 level of existing class
4th +3 +1 +1 +4 Fried Summons +1 level of existing class
5th +4 +1 +1 +4 +1 level of existing class
6th +5 +2 +2 +5 Master Chef: Spells to Recipes +1 level of existing class

Class Skills:[edit]

Class Skills (4 + Int modifier per level)
Concentration, Craft, Knowledge , Profession, Spellcraft, Perform (cook).

Class Features:[edit]

All of the following are Class Features of the Culinomancer prestige class.

Weapon and Armor Proficiency: Culinomancers gain proficiency with any food based weapon. For example a stale Baguette or a meat cleaver.

Spells per Day: When a new Culinomancer level is gained the Culinomancer gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Culinomancer, he must decide to which class he adds the new level for purposes of determining spells per day.

Spell Focus Food: Culinomancer gains the Spell Focus (food) feat. You can apply this feat to any spell as long as you can turn that spell into a food-based pun such as 'Meteor Shower' into 'Meater Shower' or 'Summon Monster' into 'Summon Munchie' or 'Wall of Stone' into 'Wall of Fruitcake'. With your DM's approval, you can change the descriptions of your spells so that your spell visual effects reflect the pun. Any food created by these spells disappears shortly after the spell ends and cannot be consumed and has no effect against starvation.

Food Weapon Mastery: At 1st level, the Culinomancer can turn foods into weapons and use them effectively. Culinomancer gains the Weapon Focus (food) feat. Any food item created and held by a Culinomancer effectively becomes steel and is treated as a weapon he is familiar with. The food weapons a Culinomancer can create and the cost to create are listed on the table below. These food weapons can be affected by spells that affect weapons. If the food weapon leaves the Culinomancer's possession, it turns into normal food and can be consumed or destroyed. If the Culinomancer regains possession of food weapons that have not been harmed in any way, he can continue to use it as normal. These food weapons are considered magical for the purposes of damage reduction and gain +1 food bonus per four caster levels.

Healing Tonics: At 2nd level, when any potions a Culinomancer makes can restore Hit Points equal to 1d6 + 1/caster level when consumed.

Fried Summons: At 4th level, the Culinomancer gains the Augment Summons feat. Any creatures summoned this way are cooked food-based versions of the creatures. If you already have the Augment Summons feat, then your cooked summoned creatures attacks deal an additional 1d6 fire damage.

Master Chef: Spells to Recipes: At 6th Level, the Culinomancer is a virtuoso artisan of food and spells. A Culinomancer learns two of his spells as recipes. A Culinomancer can sacrifice a spell slot to permanently learn a spell as 2/day spell-like ability. The Culinomancer does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.

The spell normally uses a spell slot of the spell’s level (or higher, if the Culinomancer chooses to permanently attach a metamagic feat to the spell chosen). The Culinomancer can use an available higher-level spell slot to use the spell-like ability more than twice per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.

Whenever a Culinomancer gains a level, he may choose to regain his spell slot(s) and lose the spell-like ability. He may then apply 'Spells to Recipes' to new spells.

Culinomancer items:[edit]

Note: Only a Culinomancer or someone with the Weapon Focus (food) feat is proficient with Food weapons.


Simple Weapons Cost DMG (S) DMG (M) Critical Range Weight Type
Light Melee Weapons
Bread Knife 2gp 1d3 1d4 x2 - 1 lb. Piercing or slashing
Meat Tenderizer, light 4gp 1d3 1d4 19-20/x2 - 2 lb. Blugeoning and Piercing
One-Handed Melee Weapons
Fresh Baguette 12sp 1d4 1d6 x2 - 1 lb. Bludgeoning
Meat Tenderizer, Heavy 5gp 1d4 1d6 19-20/x2 - 6 lb. Bludgeoning and Piercing
Two-Handed Melee Weapons
Spatula, Thin 7gp 1d6 1d8 19-20/x2 - 4 lb. Bludgeoning
Extra sharp Sharp Cheddar 10gp 1d6 1d8 x3 10ft 8 lb. Slashing
Ranged Weapons
Melon, Light (5)* 3gp 1d6 1d8 x3 40ft 5 lb. (Each) Bludgeoning
Melon, Heavy (1) * 2gp 1d8 1d10 x3 20ft 8 lb. (Each) Bludgeoning
Martial Weapons Cost DMG (S) DMG (M) Critical Range Weight Type
Light Melee Weapons
Meat cleaver, Throwing 8gp 1d4 1d6 x3 20ft 2 lb. (Each) Slashing
One-Handed Melee Weapons
WidePan 25gp 1d8 1d10 x3 - 15 lb. Bludgeoning
Large Fork 12gp 1d6 1d8 x2 10ft 4 lb. Piercing
Two-Handed Melee Weapons
Spatula, Thick 12gp 2d4 2d6 x3 - 4 lb. Bludgeoning
GreatPan 40gp 1d10 1d12 x3 - 20 lb. Bludgeoning
Crusty Baguette 3gp 1d8 1d10 19-20/x2 - 8 lb. Bludgeoning
Ranged Weapons
Pizza, Personal (5) * 10gp 1d8 2d4 19-20/x2 60ft 5 lb. (Each) Bludgeoning and heat damage
Pizza, Large (5) * 15gp 1d10 1d12 19-20/x2 100ft 5 lb. (Each) Bludgeoning and heat damage

* Note- A melon or Pizza must be "Loaded", meaning that you pull it out and draw back as a move action (Or standard action) and throw it as a standard action.

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