Food Specialist (5e Class)

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Food Specialist[edit]

A man runs forward at high speed, hits a goblin in its face with a fish, and stuffs a piece of meat in its face, leaving the goblin unconscious.

The pedestrian runs away from the group of bandits trying to kill him. Wounded and bleeding he trips, but suddenly behind him he hears the bandits being sucked in a whirlpool.

While a stone giant raises his giant axe, a vine shoots out from out of the crowd, pulling the axe out of his hand, leaving him vulnerable. The next moment his cold dead body falls down to the ground.

Food Specialist are beings that use food in other ways than as a nutrient.

Powers of Nature[edit]

Food Specialists are able to use food in more ways than a normal creature can. They can even connect to the things that created the food. Sometimes they'll even sacrifice other people's money or items to buy or create food. A Food Specialist can be very helpful to combo with, but keep him happy.

Creating a Food Specialist[edit]

Why did your character want to use food in other ways? How did he/she learn to cook? How did he/she learn to fight? Why did he/she want to combine those?

Quick Build

You can make a Food Specialist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Folk Hero background.

Class Features

As a Food Specialist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Food Specialist level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Food Specialist level after 1st


Armor: Light Armor, Medium Armor
Weapons: simple Weapons, food Weapons
Tools: Cook's utensils, herbalism kit
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Acrobatics, Investigation, Nature, Medicine, Sleight of Hand.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Scholar's Pack or (b) an Entertainer's pack
  • (a) a Herbalism kit or (b) Cook's Utensils
  • (a) Scale Mail or (b) Chain Shirt
  • If you are using starting wealth, you have Middle class in funds.

Table: The Food Specialist

Level Proficiency
1st +2 Battle Food, Culinary Combat
2nd +2 Bag of Colding, Food Inspector
3rd +2 Signature Food
4th +2 Ability Score Improvement
5th +3 Extra Attack, Culinary Combat Improvement
6th +3 Magical Food
7th +3 Signature Food Feature
8th +3 Ability Score Improvement
9th +4 Sugar Rush
10th +4 Gourmand
11th +4 Battle Food Improvement, Culinary Combat Improvement
12th +4 Ability Score Improvement
13th +5 Signature Food Feature
14th +5 Extra Attack
15th +5 Charming Food
16th +5 Ability Score Improvement
17th +6 Culinary Combat Improvement
18th +6 Signature Food Feature
19th +6 Ability Score Improvement
20th +6 Food Stuffing

Culinary Combat[edit]

At 1st level, your love of food gives you interesting ideas to incorporate your dishes into battle. You gain proficiency in using food as weapons, which are legs of meat, whole fish, or long vines. Food weapons are martial weapons and have the heavy and two handed feature and deal 2d4 bludgeoning damage. This damage increases to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.

Saving Throws. Some of your Food Weapons require your target to make a saving throw to resist the weapon's effects. The saving throw DC is calculated as follows: Food Weapon Save DC = 8 + your proficiency bonus + your Charisma modifier.

Battle Food[edit]

Starting at 1st level, you can use a bonus action to quickly eat some food (1 pound) you have on hand to restore 1d10+(Food Specialist level) of health to a creature within 5 feet of you. When healing yourself, add 1d6 HP to the healing you applied to yourself. Once you use this feature, you regain use of this feature at the end of a short rest. At level 11, you can feed your food to two creatures within 5 feet of you instead of just one.

Bag of Colding[edit]

At 2nd level, you gain a Bag of Colding. It's a backpack that's cool to the touch, and can store food in a chilled demiplane, like a Bag of Holding. You can get food out of it by thinking about what you want when you reach in. It can contain enough food for around 1 month for 4 people (around 500 pounds).

Food Inspector[edit]

At level 2, you have advantage on Intelligence checks to identify food, including where it came from or it's ingredients. You also have advantage on Wisdom checks to detect if there is poison in a food, and what kind of poison it is. You can use your knowledge of food safety to purify poisons from food. It takes 10 minutes per pound of food to purify it. You also have advantage on Wisdom (Survival) checks to harvest food from plants or animals.

Signature Food[edit]

Starting at 3rd level, you can choose one subclass listed at the end of this page. Butcher, Fisherman or Vegan. Your choice grants you features at 3rd level and again at 7th, 13th, and 18th levels.

Extra Attack[edit]

At 5th level, you can attack two times instead of once whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Magical Food[edit]

Starting at 6th level, your Food Weapons count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. In addition, your Signature Food ignores resistances to that type of damage. For example a Fisherman's fish would overcome cold resistance.

Sugar Rush[edit]

Beginning at 9th level, you can take a Dash action as a bonus action. When you move at least 10 feet in a straight line and make a melee Food Weapon attack against a creature, you can add +5 to the damage of the attack. The creature must then succeed on a Strength saving throw or be pushed back X feet. If the creature hits an object such as a creature or wall it takes an additional 1d6 bludgeoning damage for every 10 feet it was pushed. The max range it can be pushed back is 30 feet.

If the struck object is another creature, it must succeed on a Dexterity saving throw or take the same amount of damage from the push., taking half damage on a successful one.


at level 10 You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20. Double your proficiency bonus to checks you make with cook's utensils. As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Charming Food[edit]

At level 15 you have the option to make your food in another way. If you succeed your food has a chance to charm any creature that sees it using the Charm Monster or Charm Person spell. A creature (also affected by it) can destroy the food. The food has AC 10 and 10HP.

Food Stuffing[edit]

At level 20, you can use an action to try and stuff food from either your bag or one of your weapons in the enemy's throat (if it is within 30ft), which may smother the enemy. The target must succeed on a DC17 strength saving throw. If it succeeds, your weapon uses 2 swings and nothing happens. If it fails, it is stunned for 3 rounds and takes 20 bludgeoning damage. Once per short rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 4th, 8th, 12th, 16th and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


The Butcher is a force to be reckoned with. This subclass connects with the dead and with the living. If you want to do deal lots damage, this subclass is for you.

Meat Focus

At 3rd level, your meat Food Weapons deal an additional damage die and deal whatever type of damage you choose during a short rest instead of bludgeoning. In addition, your fish Food Weapons deal one less damage die. When you hit a creature, you can use a bonus action so the target must succeed on a Strength saving throw or be knocked prone (only Large or smaller).

Stubborn Meat

At 7th Level, You learn to shield yourself and your allies with your food. If an attack would hit you or an ally within 5 ft., you can add +2 to the target's AC until your next turn as a reaction, potentially causing the attack to miss.

Heavy Butching

At 13th level, you can choose to become one size larger. So if you were Medium, you are Large now (implied double carrying capacity, grappling size, bonus damage, etc.). You can also use Sugar Rush on targets that are Huge and smaller.

Animal Spirit

At 18th level, pieces of you have become that what you've slain in your life. When you take damage, you can use your reaction to give yourself temporary hit points equal to your current hit points. These temporary hit points last until the end of your next turn. Once you use this ability, you cannot use it again until you take a Short Rest.


The Fisherman is a deadly enemy in some situations. It has lots of crowd control and it's better not underestimated. If you want a stealthier play style, this is your subclass.

Fish Weapons

At 3rd level, your fish deals cold damage, and it deals an additional damage die. In addition, your meat Food Weapons deal one less damage die. When you hit a creature, you can use a bonus action so the target must succeed on a Dexterity saving throw or the affected creature cannot take reactions and has it's speed reduced by half for 1 rounds.


At 7th level, you can use an action to make the enemy confused by slapping your fish in their face as a reaction. They must succeed on a saving throw (see Food Save DC). If they save, nothing will happen. If they fail, it will be confused (see the spell).

Inner Fish

At 13th level, you get an extra 30 feet of swimming speed.


At 18th level, the water in your veins allows you to summon a 10-foot radius, 5-foot high cyclinder swirling whirlpool centered on a point you can see within 60 feet of you and on the ground.

Movement through the whirlpool is difficult. Each foot of movement costs 3 feet

The whirlpool lasts for 1 minute or until you lose concentration as if you were concentrating on a spell.

A creature other than you must succeed on a Strength saving throw against your Food Save DC when it first enters the whirlpool, or if it starts its turn there, or be grappled and restrained and moved to the center of the whirlpool (or as close as possible if multiple creatures are restrained). A creature can attempt to break the grapple by succeeding on a Strength Check against your Food Save DC. You are able to use this ability again after a long rest.


The Vegan is a self-generating, denying subclass. It is a perfect class for support Food Specialists.

Vine Weapons

At 3rd level, your plant Food Weapons deal an additional damage die and deals acid damage instead of bludgeoning. In addition, your meat Food Weapons deal one less damage die. When you hit a creature, you can use a bonus action so the target must succeed on a Consitution saving throw or have disadvantage on attack rolls for 1 round.

Grassy Terrain

Your plant food weapons gain the reach property (so 10 feet in range). When you make an attack of opportunity, you can instead make a grapple check on the target, even if they're not adjacent to you

Vine Climbing

At 13th level, you get an extra 30 feet of climbing speed.

Spirit of the Forest

At 18th level, the plants consider you one of their own. You can cast speak with plants at will as well as cast plant growth 2 times per day and spike growth once per day.

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